- the video provides a walkthrough of the steps when optimizing a voxel renderer
- each step is explained and visualized to make it very easy to understand
- covers a large number of optimizations and, for each, discusses the effect on performance and memory usage
![](/img/posts/graphics-programming-weekly-331/chunk_buffer.png)
- the article provides an overview of the different models available to describe the appearance of a mesh using OpenUSD
- Explain the advantages and the disadvantages of the available methods
![](/img/posts/graphics-programming-weekly-331/shaded-scene-Omniverse-OpenPBR.jpg)
- the article provides an overview of all new features available in the D3D12 Agility SDK update
- covers work graphs, new shader model, accessible memory for CPU/GPU, as well as unifications on shader creation
![](/img/posts/graphics-programming-weekly-331/d3d12.png)
- an overview from Microsft into what work graphs are
- what possibility it enables, a brief summary of the spec
- additionally points out the changes since the preview version last year
![](/img/posts/graphics-programming-weekly-331/ExampleGraph.png)
- the article provides an overview of how a G-Buffer classification system for BRDF selection can be authored using work graphs
- provides performance numbers for the work graph and an Uber shader approach
- discusses lessons learned, pitfalls, and performance considerations
- It additionally discusses the open challenges and future developments
![](/img/posts/graphics-programming-weekly-331/deffered-shading-renderer-example-application.jpg)
- AMD provides a list of talks they will be presenting at GDC (starting today)
- each talk is given a small summary and where it’s taking place
![](/img/posts/graphics-programming-weekly-331/GDC24-AMD-1-MeshShaders.png)
- the article provides a detailed walkthrough of how to implement Loop’s and Blinn’s font rendering approach from Siggraph 2005
- provides an overview of the approach with many visualizations
- shows how to implement the algorithm using D3D12 mesh shaders
- source code is provided
![](/img/posts/graphics-programming-weekly-331/mesh_shaders-font.png)
- the blog post discusses a method for generating uniformly distributed quaternions
- explains the theory of quaternion and the proposed method to generate random rotations
- provides an implementation without using trigonometric in C++ SIMD as well as GLSL
![](/img/posts/graphics-programming-weekly-331/level_1-8-e1708608129778-edited-3.png)
- the whitepaper presents which tools and optimizations passes in spirv-cross and glslang are available to optimize shaders, taking advantage of knowledge from multiple shader stages
- shows an example of how vertex outputs can be eliminated if the connected pixel shader doesn’t read the attribute
![](/img/posts/graphics-programming-weekly-331/LunarG-color.jpg)
- second part in an article series about creating a LODing system that allows per-cluster LOD selection
- focuses on performance and quality fixes for the proposed solution from part 1
![](/img/posts/graphics-programming-weekly-331/bunny_lod_selection.png)
- the video provides an explanation of Gaussian Splatting and how it connects to point clouds and nerfs
- presents the base idea and optimizations that have been applied to speed up the technique
![](/img/posts/graphics-programming-weekly-331/gaussian_splatting.png)
- the blog post provides an overview of new features and improvements in PIX
- additionally presents at which state of support the new D3D12 features, such as shader graph, shader model 6.8, etc.
![](/img/posts/graphics-programming-weekly-331/WorkGraphsInPix.png)
Thanks to Erika for support of this series.
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