Graphics Programming weekly - Issue 300 - August 13th, 2023


A Gentle Introduction to ReSTIR: Path Reuse in Real-time

  • 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


SIGGRAPH 2023 Links

  • a growing collection of content from Siggraph 2023
  • presentations, talks, slides, posters, and more


Reverse Z (and why it's so awesome)

  • 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


Interviewing Graphics Programmers

  • 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

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  • Bachelor’s degree in Computer Science or equivalent
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Speed Up GPU Crash Debugging with NVIDIA Nsight Aftermath

  • 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


GM Shaders Mini: CRT

  • 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


Bringing shaders to contest programming

  • 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


[video] SIGGRAPH 2023 | Latest in Graphics Development and GPU Profiling with NVIDIA Nsight Tools

  • 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


[video] Skydome // Terrain Rendering episode #12

  • 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


Optimize 3D Assets with Khronos’ New glTF-Compressor Tool

  • 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


Thanks to Keith O’Conor for support of this series.


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