Graphics Programming weekly - Issue 252 - September 11, 2022

Visualizing General Relativity

  • the article explains a method to simulate and render different warped space-times
  • shows how to simulate the light to form a black hole

Rendering my balls in a fragment shader

  • the blog post provides a walkthrough of how to render 2D billiard balls in a pixel shader
  • shows how to render a sphere, calculate normals, apply textures and specular lighting

Parallel curves of cubic Béziers

  • the article describes a method to generate a cubic Bézier curve that is parallel with a defined offset distance to another curve
  • compares different methods and presents examples to experiment with the proposed techniques

Improving Vulkan graphics state tracking in Mesa

  • the article discusses how API pipeline state maps onto different hardware types
  • presents how the open source Mesa stack provides solutions to the problem that can take advantage of the underlying hardware

Technically Art: Issue 124 (9.09.2022)

  • a collection of tweets about tech art, VFX, and related topics
  • showcases in-progress developments and experiments

Gradient-descent optimized recursive filters for deconvolution / deblurring

  • the post discusses infinite impulse response (IIR filter)
  • shows when one might want to use an IIR filter, discussing problems with the filters
  • proposes a solution that uses a gradient descent optimization process to learn an IIR filter

[video] Post Process VHS Filter Part 2 - Shader Graph Basics - Episode 60

  • the second video of the series VHS filter series adds support for worn-out tape and tracking-out-of-phase effect
  • implementation is done using Unity and Unreal shader graph system

Thanks to Ken Russell for support of this series.

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