Graphics Programming weekly - Issue 322 - January 14th, 2024

Shader Printf in HLSL and DX12

  • the article discusses how to implement a printf statement that can be used from a shader
  • presents a workaround that allows HLSL 2021 to convert strings into a char array for writing into a buffer
  • code examples are presented with HLSL and D3D12

GM Shaders: Noise 3

  • the article presents a walkthrough on the steps required to generate simplex noise
  • shows a comparison between texture and function-based noise generation
  • additionally presents steps required to ensure that noise is tileable

Hash Noise stability in GPU Shaders

  • the article discusses the portability of different methods to calculate noises/hashes across GPUs
  • comparing methods to calculate, float, int, and functions as well as sampling differences


Unreal Developer (m/w/d)


We are Threedy, a dynamic startup that emerged as a spin-off from the Fraunhofer Institute for Computer Graphics Research IGD in Darmstadt in 2020.

Threedy develops and distributes instant3Dhub - the first Visual Computing as a Service technology. It enables the productive use of Mixed Reality and digital work scenarios in any industrial applications in a simple and straightforward manner.

As an Unreal Developer, you will be involved in the development of our distributed rendering system and work on integrating our technology with the Unreal Engine.

[video] How does Quad Tessellation work in OpenGL?

  • the video provides an overview of different tessellation modes
  • visually explains where the tessellation is applied and how different modes subdivide differently
  • code examples are provided with OpenGL

[video] Vertex Animated Water - Advanced Materials - Episode 36

  • the video tutorial shows how to create a water surface through the use of vertex displacement
  • the effect is implemented using a visual shader editor using Unity and Unreal

Around The World, Part 11: Everything is harder on a sphere

  • the article discusses the complexities of using operations on the surface of a sphere
  • presents issues of different encodings and extra difficulties with operations such as rotations, precision, distortions, etc.

Thanks to Dominik Lazarek for support of this series.

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