- the course notes and slides for the ReStir course from Siggraph are available
- covering from introduction level content to more advanced use cases to the practical implementation in Cyberpunk 2077
- video recordings are available for those who registered for Siggraph 2023
![](/img/posts/graphics-programming-weekly-300/restir_teaser.png)
- a growing collection of content from Siggraph 2023
- presentations, talks, slides, posters, and more
![](/img/posts/graphics-programming-weekly-300/s23_logo.png)
- the article presents how projection matrixes are expressed in different APIs
- shows how to adjust the classic projection to reverse the direction of the z projection
- followed by an explanation of how this matter helps when combined with floating point numbers to improve depth precision significantly
![](/img/posts/graphics-programming-weekly-300/inverse_depth-graph-2.png)
- the article presents a way to categorize graphics programmers into four broad groups
- for each group, discuss what tasks they typically work on and what questions might be asked in an interview
- additionally provides general advice for graphics programmer interviews
![](/img/posts/graphics-programming-weekly-300/graphics_programmers.png)
Do you want the chance to work with clients like Google, Microsoft, Activision, Qualcomm and other AAA studios??
This is an opportunity to join a world-leader in advanced real-time graphics who are working at the cutting-edge of the game industry.
- Bachelor’s degree in Computer Science or equivalent
- Experience with DirectX 12, Vulkan, Metal, or other current rendering API
- 2+ years professional graphics programming experience
Please apply with your resume attached by replying to jiayi.zhuo@theforge.dev
![](/img/jobs/logo_the_forge_small.png)
- Nsight Aftermath now supports application-specific markers to be inserted and accessed from the crash dumps
- the blog post provides an example of how the tool shows the information
- explains how to enable application marker support
![](/img/posts/graphics-programming-weekly-300/Aftermath-Developer-Tools.png)
- the article presents how to create a post-processing effect that simulates the look of CRT TVs
- the individual steps are explained
- shadertoy implementation is provided
![](/img/posts/graphics-programming-weekly-300/crt_bloom.jpg)
- the article presents how the author organized an online shader programming contest
- presents how the problems were designed, challenges faced
- additionally presents how the judgment system was implemented
![](/img/posts/graphics-programming-weekly-300/box_displays.png)
- the video presents a short overview of the new developer features in Nvidia tools
- the graphics performance profiler now supports sampling profiling
- additionally covers aftermath debugging and improved Cuda memory profiling
![](/img/posts/graphics-programming-weekly-300/nvidia_profiling.png)
- the video presents the theory behind Skydomes and how they compare to sky boxes
- explains spherical coordinates and how to use them to generate a sphere mesh
- combines the information to implement skydome rendering using OpenGL
![](/img/posts/graphics-programming-weekly-300/skydome_rendering.png)
- Khronos released a new tool to improve the experience when working with KTX compression
- the tool allows the changing of settings, exporting of files, and side-by-side live comparisons
![](/img/posts/graphics-programming-weekly-300/2023-blog-gltf-compressor-ktx-helmet.jpg)
Thanks to Keith O’Conor for support of this series.
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