Graphics Programming Weekly - Issue 389


ePBR: Extended PBR Materials in Image Synthesis

  • this paper introduces a framework that extends PBR materials to handle transparent surfaces like glass and windows
  • addresses limitations of traditional reflection models that struggle with highly specular and transparent materials
  • combines advantages of physically-based methods with efficiency by focusing on intrinsic image decomposition
  • provides deterministic, interpretable control for material editing while maintaining physical plausibility


[video] Fast Custom Lighting - Custom Lighting Models - Episode 14

  • This tutorial demonstrates techniques for implementing efficient custom lighting models
  • targets low-powered mobile devices, or augmented reality headsets
  • part of an ongoing series exploring custom lighting techniques
  • shows which features to remove for more efficient calculations


LinPrim: Linear Primitives for Differentiable Volumetric Rendering

  • this paper explores alternative scene representations using transparent polyhedra (octahedra and tetrahedra) with triangular faces
  • presents a differentiable rasterizer that efficiently runs on GPUs, enabling end-to-end gradient-based optimization with real-time rendering
  • achieves comparable quality to state-of-the-art volumetric methods like 3D Gaussians while requiring significantly fewer primitives
  • the bounded nature of these primitives creates natural compatibility with traditional mesh-based tools for downstream applications


When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering

  • this research introduces Gaussian-enhanced Surfels (GESs), combining 2D opaque surfels for coarse geometry with 3D Gaussians for fine details
  • the novel two-pass rendering approach is entirely sorting-free, eliminating the computational bottleneck of Gaussian sorting
  • achieves both ultra-fast frame rates and avoids the popping artifacts commonly seen in other real-time radiance field rendering methods
  • includes extensions like Mip-GES for anti-aliasing, Speedy-GES for faster rendering, and 2D-GES for compact storage


[video] Why Did PS1 Games Look Like That?

  • This video explores the technical reasons behind the distinctive visual appearance of PlayStation 1 games. Especially explaining the effects of the Silent Hill series
  • focuses on explaining projection from world into projection space, vertex shading, color quantization etc.
  • Explains the hardware limitations that led to the characteristic polygon wobbling and texture warping


[video] Essential Machine Learning and AI Concepts Animated

  • this animated video breaks down essential machine learning and AI concepts in a visual, accessible way
  • uses animations to explain complex algorithms and mathematical foundations behind modern AI systems
  • helps viewers develop an intuitive understanding of key AI concepts without requiring advanced mathematical background


Thanks to Manish Mathai for support of this series.


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