Graphics Programming weekly - Issue 268 - January 1st, 2023

Experimenting with fp16 in shaders

  • The article discusses the use of 16-bit floating point numbers (fp16) in shaders
  • Using fp16 can reduce the memory and bandwidth requirements of a shader
  • The article presents the results of experiments and how it affects the generated code

Improving color quantization heuristics

  • the article discusses techniques for improving color quantization algorithms
  • presents several heuristics for improving the quality of quantization
  • the article discusses the trade-offs involved in using different heuristics and provides examples of the results

Implement MacOS Monterey screen saver in shadertoy(less than 100 lines of code)

  • the tutorial shows how to implement an effect that recreates the color and wave pattern of the screensaver found in macOS
  • presents how to create the different aspects using shadertoy and how to combine the effects

Screen-space Variable Rate Shading in Unity with DirectX 12.

  • The article discusses screen-space variable rate shading (VRS), a technique that can improve performance
  • VRS allows the shading rate to be varied across the screen
  • code examples show how to use the technique from Unity

Column Major and Row Major Vectors and Matrices (for games)

  • the article explains the difference between row-major and column-major matrices
  • discusses the relationship between matrix storage format, matrix layout, and operation order
  • presents that the choice of storage format can affect the performance of matrix operations

[video] Hexagonal Tiling Explained!

  • The video explains how to create a hexagon using SDFs in shadertoy
  • expands the concepts to show how to tile the grid of hexagons
  • demonstrates how to expand on the concepts to create more complex shapes

Unity Mobile Game Performance Optimization: Balance between Graphics Performance and GPU Pressure

  • the article discusses strategies for optimizing the performance of mobile games in Unity
  • presents the importance of tradeoffs between quality and performance
  • shows techniques for improving performance, such as reducing draw calls, minimizing overdraw, and using batching and instancing

Thanks to Leonardo Etcheverry for support of this series.

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