Graphics Programming weekly - Issue 271 - January 22nd, 2023

[video] SIGGRAPH 2022 - Advances in Spatial Hashing

  • the video explains how Spatial hashing applies to storing sparse spatial data
  • presents how to extend the technique for cache coherence using view-dependent effects using world-space temporal filtering
  • additionally presents how to improve quality by using visibility-aware environment sampling

Fast, Near Lossless ‘Compression’ of Normal Floats

  • the article explains a method to compress 32-bit floats into 24-bits
  • shows how IEEE floats are defined and how to take advantage of conventions to further compress them for constrained ranges
  • HLSL and C++ code is provided

High-Performance Graphics 2023 - Call for Participation

  • the High-Performance Graphics 2023 conference is open for submissions
  • the pages list topics covered and important dates for the submission


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Announcing GFXReconstruct (v0.9.17) with DirectX®12 and DirectX® Raytracing support

  • the article announces that the GFXReconstruct now supports D3D12 (previously was Vulkan only)
  • explains how to use the tool to record D3D12 applications
  • additional shows workflows to reduce capture size and increase playback speed

[video] Midpoint Displacement // Terrain Rendering episode 3

  • the video explains a second technique to generate terrains taken from the Focus on 3D Terrain Programming book
  • provides a high-level overview of the algorithms as well as an OpenGL implementation
  • additionally, details on how to deal with edge cases of the technique

Rotation with three shears

  • the article shows how to rotate a 2D sprite using 3 shear operations
  • discusses the properties and advantages of this method

Thanks to Michael Hazani for support of this series.

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