- the video tutorial explains shader programming aimed at newcomers
- explains how to create digital art using shaders
- showing the fundamental concepts, tools, and mathematics required along the way
- the example is provided using shadertoy and portrayed from an empty shader to the final result
![](/img/posts/graphics-programming-weekly-290/shader_digital_art.png)
- the article provides a tutorial on how to use CUDA for beginners
- presents how to set up a project and an overview of the basic programming model
- additionally presents how to interop with OpenGL
![](/img/posts/graphics-programming-weekly-290/grid_block.png)
- The paper presents a new approach for constructing Bounding Volume Hierarchies (BVH) by leveraging sampling techniques
- the aim is to create higher quality BVHs to be maintained under real-time dynamic conditions and minimize the need for refitting
- The presented approach involves ordering input primitives using a space-filling curve and building a Cumulative Distribution Function (CDF) for sampling
![](/img/posts/graphics-programming-weekly-290/bvh_construction.png)
- the tutorial provides common scaling, stretching, and centering patterns when using pixel and UV coordinates in shaders
- explaining the process for newcomers and discussing common pitfalls
![](/img/posts/graphics-programming-weekly-290/shader_scaling.png)
- the paper presents a rederivation of diffusion models with more straightforward concepts of mixing and de-mixing of images
- previous models relied on advanced knowledge and practice of statistics such as Langevin diffusion or score matching
![](/img/posts/graphics-programming-weekly-290/diffusion_model.png)
- the short video presents how ray-sphere intersection points behave when expressed with imaginary numbers
![](/img/posts/graphics-programming-weekly-290/sphere_ray_intersect_imaginary_numbers.png)
- the video recording ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2023 for Ray Tracing has been released
- the talks covered are the following:
- Subspace Culling for Ray-Box Intersection
- Performance Comparison of Bounding Volume Hierarchies for GPU Ray Tracing
- Accelerated Photon Mapping for Hardware-based Ray Tracing
- Importance-Based Ray Strategies for Dynamic Diffuse Global Illumination
![](/img/posts/graphics-programming-weekly-290/camera_tracing.png)
- open, digital, and freely accessible conference covering many rendering engine architectures is happening on June 5th and 6th
- talks from HypeHype, Activision, Ubisoft, Wētā Digital, and more
- the talks cover modern mobile rendering, task graph architecture, decoupled rendering, shader pipeline, and much more
![](/img/posts/graphics-programming-weekly-290/reac_image_2023.png)
Thanks to Vivitsu Maharaja for support of this series.
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