Graphics Programming weekly - Issue 301 - August 20th, 2023

Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation

  • the slides cover the difficulties of VR and what is required for a good user experience
  • presents what hardware features the PS5 GPU supports to improve the results
  • shows how raytracing was integrated into the rendering pipeline and an overview of the overall rendering pipeline
  • covers how the sky rendering was implemented, introducing the mie approximations used
  • additionally presents how multiple weather skys are implemented using multiple sets of lookup textures that are blended

Camera and lens definitions for VFX

  • the article discusses the concept of focal length, presenting how different definitions of focal length are used for other aspects
  • explains the underlying optics concepts to clarify the meaning
  • discusses Nominal focal length, Pinhole focal length as well as Effective focal length

[video] Mathematical Magic Mirrorball #SoME3

  • the video explains how mirror balls enable the representation of 360-degree views
  • focuses on the derivation of the mathematics of the approach and how to deal with projection bling spots
  • additionally presents several demos and use cases of mirror sphere projections

Optimizing Metal: Stitch several Metal functions into a single shader using MTLFunctionStitchingGraph

  • the article presents how to use MTLFunctionStitchingGraph to allow the creation of a final shader from multiple pre-compiled pieces at runtime
  • shows how to express that functions will be stitched at shader compile time, how to load and stitch the shaders from the API
  • combines everything to show how to use the stitched graph to apply image processing operations

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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
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Hardcore Vulkan debugging – Digging deep on Linux + AMDGPU

  • the blog post gives insights into debugging crashes originating on the GPU
  • presents what API level tools are available to track down the range of possible draw calls
  • further expands from there to show how barriers can help to reduce the search space
  • additionally shows how on AMD + Linux native hardware information is available to improve the debugging experience

Getting Started with Radeon™ GPU Detective 1.0

  • AMD released a new tool to help with debugging GPU crashes
  • the article provides a brief overview of the tool, what information is available, and how it’s to be interpreted
  • additionally discusses the limitations and usage tips


  • extensive bibliography of more than 3000 rendering papers
  • collected by Wojciech Jarosz from papers, conferences, and own research findings

  • a combination of three conference presentations recordings from the sony creator event
  • the videos cover VR, Ray tracing, and sky simulation in Gran Turismo 7
  • Screen space shadows by Bend Studio, as well as ML Research by Haven Studios

HLSL 2021 Migration Guide

  • the latest version of DXC switches the default HLSL version to 2021
  • this article presents what number of cases where default behavior changed
  • shows what changed and how the code needs to be adjusted. Presenting quick solutions and more ideal solutions to deal with the changed behaviors


  • release of a small header helper to implement a basic assert for GPU shader code
  • will trigger a GPU memory exception on purpose to halt the execution
  • helper is meant to be used together with Radeon GPU Detective

Thanks to Giuseppe Modarelli for support of this series.

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