Graphics Programming Weekly - Issue 388


Reading Math Papers

  • An approachable guide that demystifies mathematical notation commonly found in graphics research papers
  • Explains basic notation including summations, products, boolean algebra, and various representations for scalars, vectors, matrices, and tensors
  • Bridges the gap between mathematical notation and programming implementations, helping shader developers understand and implement published algorithms


Ubisoft’s Colorblind Simulation Tool, Chroma, Now Available For Public Use

  • Ubisoft has open-sourced Chroma, their in-house colorblind simulation tool
  • The tool applies filters over game screens to simulate various types of color blindness in real-time
  • Designed to help developers assess and improve game accessibility


NVIDIA GDC talks

  • Collection of NVIDIA’s latest technical sessions and presentations from Game Developers Conference 2025
  • Covers a wide range of topics including ray tracing, AI-assisted rendering, graphics optimization techniques as well as more generic AI techniques
  • Provides insights into how to path trae nanite content


Combining Shaders

  • A practical guide to effectively combining multiple shader effects into a single shader pass
  • Presents a checklist for determining shader compatibility based on performance, sample count, coordinates, textures, and inputs
  • Explains how to convert shader code into functions and handle the ordering of effects for optimal results


Monte Carlo Crash Course - Case Study: Rendering

  • Detailed exploration of Monte Carlo integration techniques applied to rendering, focusing on a simplified 2D light transport model
  • Covers direct lighting, indirect lighting, and specular reflection with thorough mathematical explanations
  • Discusses common challenges like fireflies and variance reduction in path tracing implementations


Machine Learning for Inverse Graphics

  • Comprehensive course materials from MIT’s “Machine Learning for Inverse Graphics” (6.S980)
  • Covers fundamental topics in computer vision, graphics, and geometric deep learning, with a focus on neural scene representations
  • Provides lectures on image formation, 3D scene representations, neural rendering, and self-supervised learning approaches


DirectX State of the Union: Raytracing and PIX Workflows (Presented by Microsoft)

  • Microsoft’s latest DirectX roadmap presentation highlighting API advancements and tool updates
  • Shows updates to work graphs, neural rendering, raytracing 1.2 micromaps and shader execution reodering
  • summary of Agile SDK updates as well as plans for the HLSL future developments
  • additionally provides a look at new PIX capabilties as well as PIX API preview release


Loading Models With Assimp // Vulkan For Beginners #20

  • Part of a Vulkan tutorial series focusing on integration with the Assimp library for model loading
  • Demonstrates how to process imported model data into Vulkan-compatible vertex and index buffers
  • Covers handling of materials, textures, and transformations when integrating external 3D assets


Building a Fast, SIMD/GPU-friendly Random Number Generator For Fun And Profit

  • Detailed exploration of creating efficient random number generators optimized for SIMD and GPU execution
  • Discusses implementation of a Linear Congruential Generator (LCG) with xorshift operations
  • additionally presents how to author an SIMD optimized variant


Thanks to Manish Mathai for supporting this series


Would you like to see your name here too? Become a Patreon of this series