- the presentation is packed with detailed information about the process of implementing shader graph support into the Nanite shading model
- starts with an overview of the system and discusses the steps taken to reach the current support level
- provides many details on the lower-level aspects and how GPU hardware influences decisions
- additionally explains how the system has been optimized on PS5 and Series X with console-level access
- also shows that work graphs for PC enable a new set of optimizations
![](/img/posts/graphics-programming-weekly-337/nanite-gpu-driven-materials.jpg)
- The Master Thesis is a collaboration with Remedy Entertainment and discusses the implementation of a denoising solution for direct lighting
- the focus is to find a solution that balances performance and quality to allow real-time utilization of consoles
- reviews existing solutions and provides evaluation methods to provide analysis capabilities
- discusses the implementation and tradeoffs done
- presents performance, memory, and image comparisons of the developed solution against existing solutions
![](/img/posts/graphics-programming-weekly-337/alan_wake_denoise.png)
- the start of a series of articles covering the implementation of ray tracing for a voxel system
- presents the initials of light and shadow calculations
- concludes with challenges to the reader to improve their understanding of the material
![](/img/posts/graphics-programming-weekly-337/orangevox.png)
- the blog post shows how to implement Acceleration Structure compaction using D3D12
- this compaction step is run on the GPU timeline and often reduces the memory size required by 40%
- discusses the necessary API steps, GPU synchronization, and memory management strategies
![](/img/posts/graphics-programming-weekly-337/CompactBvhD3D12.png)
- the article provides a full explanation of the derivation of multiple-importance sampling
- explains the different components and how to combine them correctly
![](/img/posts/graphics-programming-weekly-337/box2-mis2-256.png)
- the article explains how to implement a marching cube compute shader
- the implementation is shown both in Vulkan and WebGPU
- compares the performance of both implementations and finds that WebGPU performance is close to native Vulkan
![](/img/posts/graphics-programming-weekly-337/wgpu-mc-marching-squares.png)
- a blog post covering the effect of using C++ final on a ray-tracing demo
- the author presents the findings with several platforms, compilers, and scenes and presents the performance results
![](/img/posts/graphics-programming-weekly-337/book2_final_scene.png)
- this page serves as a starting point for the articles of the author
- covering topics such as BVH building series, Probability Theory, CPU Optimization series
- also contains various articles on Ray Tracing, graphics techniques, and fixed point math
![](/img/posts/graphics-programming-weekly-337/whittedbvh.jpg)
- the article introduces how shaders from GPU Profiler captures can now be opened in the GPU Analyzer for more detailed investigation
- additionally shows UI updates and presents how instruction latency provides more information about where the latency occurs
![](/img/posts/graphics-programming-weekly-337/rgp_wavefront_timeline_analyze_pipeline_in_rga.png)
- the video presentation (free login required) discusses the implementation details of Path Tracing within the Alan Wake 2 technology stack
- starts with an overview of the implementation used (vertex accessing, BVH creation, dealing with dynamic geometry, etc.)
- shows how Opacity Micromaps are used for alpha-tested geometry
- from there, explain how Path tracing has been implemented, covering the whole pipeline from shading, shadows, reflections, and reconstruction techniques
![](/img/posts/graphics-programming-weekly-337/path_tracing.png)
Thanks to Aras Pranckevičius for support of this series.
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