Graphics Programming Weekly - Issue 390


A Taxonomy for Rendering Engines.

  • presents a classification system for rendering engines based on their architectural approaches
  • focuses on the importance of context to discuss decisions and tradeoffs


Derivation and Intuition behind Poisson distribution

  • article explaining the foundation of the Poisson distribution
  • develops an intuitive way to help understanding first and then derives the mathematical model from this


[video] Sobol' Sequences with Guaranteed-Quality 2D Projections, supplementary video

  • supplementary video for a research paper on improving Sobol’ sequence quality
  • visualizes the differences between traditional Sobol’ sequences and ones with guaranteed quality 2D projections
  • explains the process how to generated improved sequences


testing FBX

  • benchmark comparing FBX file format parsing libraries: ufbx, Autodesk FBX SDK, AssImp, and OpenFBX
  • identifies significant performance issues with the official Autodesk FBX SDK, and shows that ufbx is a lot faster


D3d12info app and online GPU database

  • introduces a new website displaying D3D12 GPU feature support information across different hardware and drivers
  • allows easy identification of supported DirectX 12 features on specific hardware configurations
  • asks developers to submit information to make more data available to the community


Load-store conflicts

  • detailed technical article examining performance issues in the index decoder
  • explores CPU microarchitecture issues related to store-to-load forwarding that occur in specific compiler-generated code patterns
  • explains how seemingly innocuous code changes by compilers can create serious performance bottlenecks in high-performance code


Correct application of the Lanczos filter in 2D

  • comprehensive technical resource clarifying common misconceptions about 2D Lanczos filtering
  • proves that the correct 2D application of Lanczos is separable and not a radial basis function
  • addresses practical implementation issues like “deringing”
  • particularly useful for temporal anti-aliasing and upscaling applications like those in FSR and SGSR


Real-Time Markov Chain Path Guiding for Global Illumination and Single Scattering

  • research paper presenting a novel lightweight path guiding algorithm for real-time applications
  • uses a von Mises-Fisher mixture model controlled by a Markov chain process to represent light distribution
  • demonstrates effective guiding for both global illumination and single scattering in participating media, with demos in a Quake path tracer


[video] Mastering Reflection & Refraction In OpenGL

  • video tutorial on implementing reflection and refraction effects in OpenGL
  • covers environment mapping, Fresnel effects
  • explains both the theoretical foundations and practical shader implementations


[video] PS1 Graphics Deep Dive: Implementing Silent Hill Fog In My Real PS1 Game

  • detailed technical analysis and implementation of the iconic fog effect from Silent Hill on original PlayStation hardware
  • explains the technical constraints and creative workarounds used in the original game
  • detailed discussion how to the effect is implemented on PS1 hardware


[video] Film Noir Custom Lighting - Custom Lighting Models - Episode 15

  • part of an ongoing series about custom lighting models in real-time graphics
  • focuses on recreating the distinctive high contrast black and white imagery lighting style of film noir
  • covers techniques for dramatic shadows, stylized highlights, and atmospheric lighting effects
  • presents the implementation in Unity and Unreal


REAC 2025 Conference - Registration open

  • announces open registration for REAC 2025, scheduled for June 10-11, 2025 online


[video] I3D 2025 Papers Preview

  • preview video showcasing upcoming papers from the I3D 2025 conference
  • covers a wide range of topics from weather simulation, physics effects, crowd animation, voxel rendering and much more

Thanks to Graham Wihlidal for support of this series.


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