Graphics Programming Weekly - Issue 392


A Zero-Level Set Preserving Technique for Signed Distance Function Computation from an Implicit Surface

  • presents a technique for computing signed distance functions (SDFs) from implicit surfaces
  • ensures the shape of the surface is maintained during the conversion
  • the proposed solution uses neural networks to minimize loss functions characterizing the SDF


JCGT is moving along

  • Eric Haines shares updates on the Journal of Computer Graphics Techniques (JCGT)
  • presents the updates behind the scenes that allowed nine papers to be published so far this year
  • maintains “Diamond Open Access” with authors retaining copyright under Creative Commons licensing


Path Tracing Optimizations in Indiana Jones™: Opacity MicroMaps and Compaction of Dynamic BLASs

  • details GPU optimizations that improved path tracing performance in Indiana Jones
  • presents how Opacity MicroMaps (OMMs) reduced overhead for alpha tested geometry and which issues they ran into during the integration
  • additionally mentions that compaction of Bottom-Level Acceleration Structures (BLASs) halved the memory consumption for vegetation meshes


Temporal Super Resolution via Multisampling

  • builds upon upsampling via multisampling by adding a temporal component
  • renders a 4x MSAA image at 1080p and upsamples to 4K using a 4-frame jitter pattern
  • presents a detailed look at the sample distribution, implementation and discusses quality and limitations


Traditional and Neural Order-Independent Transparency

  • Eurographics 2025 tutorial on Order-Independent Transparency (OIT) techniques
  • covers traditional approaches (exact, approximate, and hybrid) and deep learning-based methods
  • compares performance, accuracy, and practical applications for rendering transparent objects


Palette lighting tricks on the Nintendo 64

  • describes a technique that applies lighting to color palettes instead of individual texels
  • enables normal mapping and directional lighting effects on limited N64 hardware
  • shows techniques to hide inherent limitations with the technique


Drawing Landscape

  • the article presents a walkthrough on how to render a 3D terrain using SDFs
  • discusses how to generate the terrain, apply texturing and shading
  • interactive source code examples are provided


[video] Measuring Custom Lighting Performance - Custom Lighting Models - Episode 17

  • video covering how to setup a test to measure the performance of lighting models
  • presents how different features of the shading model affect the performance
  • shows the visual results of the different combinations


Neural Image Reconstruction for Real-Time Path Tracing

  • presents a walkthrough of research building a unified neural denoising and supersampling technique
  • shows the development steps, integration into existing rendering pipelines and results in various test scenes
  • discusses challenges in preserving texture details, reducing flickering, and handling disocclusions


Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs

  • introduces an efficient method for simplifying tree-based analytical Signed Distance Fields (SDFs)
  • leverages the Lipschitz property to create simplified equivalents for specific regions of space
  • proposes a new technique for sphere tracing of complex SDFs composed of thousands of animated primitives
  • the included video visualizes the technique and shows results on various test cases


Thanks to Aras Pranckevičius for support of this series.


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