Graphics Programming weekly - Issue 303 - September 3rd, 2023

[video] CUDA Tutorials I Profiling and Debugging Applications

  • The video tutorial contains a high-level overview of the profiling tools available for Cuda workloads
  • shows an example of how to use the tools to identify a cude performance issue

New Work Graphs sample and Radeon GPU Profiler support for GPU Work Graphs

  • The article presents a new D3D12 work graph sample to demonstrate how to classify screen space materials
  • presents a high-level overview of the demo application
  • additionally presents how the Radeon GPU Profiler can visualize the performance of work graph applications

BroadLeaf: Developing a Real-Time Solution for Rendering Trees

  • The article explains the Tencent tree rendering system
  • explains how tree information is compressed, automatic LODs are generated, as well as how GPU-driven rendering techniques are used for efficient rendering
  • provides videos to show the LOD transitions as well as comparison against (older versions of) Nanite

Solving Self-Intersection Artifacts in DirectX Raytracing

  • the article presents a robust solution to resolve self-intersection issues with secondary rays
  • the proposed solution works by calculating error bounds and offset the starting point to lie outside of these bounds
  • presents methods to reduce floating point numerical issues through using the suitable coordinate space and operation ordering
  • HLSL and GLSL implementations are provided

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Advanced API Performance: Shaders

  • the blog post provides best practices for shader performance
  • covers generic shader advice, as well as vertex/pixel/tesselation/compute specific advice

[video] Starfield: The Digital Foundry Tech Review

  • the video presents a deep dive into the technical aspects of Starfield
  • covering ship geometry details, materials, lighting, cities, landscapes, character details as well as reflections
  • additionally, look at the loading structure, loading times, and brief frame-rate discussion

[video] Billboarding With The Geometry Shader // Intermediate OpenGL Series

  • the article presents how to use geometry shaders from OpenGL
  • provides an overview of what geometry shaders are and how they can be used to overcome some vertex shader limitations
  • implements a simple shader that calculates normals for a displaced plane first
  • expands the implementation for billboarding, explaining the math and the implementation

Thanks to Cort Stratton for support of this series.

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