Graphics Programming Weekly - Issue 393


[video] Getting Started with Slang: Draw Your First Splat

  • introductory video tutorial on using Slang shader language to render a basic Gaussian splat
  • provides a beginner-friendly walkthrough from setup, to convering the Slang language essential and application iintegration
  • takes these concepts to explain how to render a basic Gaussian splat training process from python


[video] Dynamic Rendering // Vulkan For Beginners #21

  • tutorial on Vulkan’s dynamic rendering feature that simplifies rendering without framebuffers
  • explains how to transition from traditional render passes to the more streamlined dynamic rendering approach


logdahl.net / 27'000 dragons and 10'000 lights: GPU-Driven Clustered Forward Renderer

  • demonstrates the implementation of a GPU driven renderer
  • explains GPU-based culling, draw call generation using indirect drawing as well as buffer compaction
  • details implementation of clustered forward shading with optimized light assignment using subgroup operations


SOBB: Skewed Oriented Bounding Boxes for Ray Tracing

  • introduces Skewed Oriented Bounding Boxes (SOBB) for ray tracing acceleration
  • presents an efficient algorithm for transforming standard AABB BVHs into SOBB representations
  • demonstrates performance improvements of 1.0-11.0x over AABB BVH and 1.1x over OBB BVH for secondary rays, with similar memory requirements to AABBs


Particle Life simulation in browser using WebGPU

  • implements a WebGPU-based particle simulation that creates emergent life-like behaviors through asymmetric attraction/repulsion forces
  • describes optimization techniques like spatial binning and parallel prefix sum for computing inter-particle forces efficiently
  • discusses rendering approaches with anti-aliasing for both large and sub-pixel particles with glow effects


Grass Rendering Series Part 3: Animating and Interacting With Grass in Godot

  • explains techniques for animating grass through wind effects by simulating gusts using noise textures
  • details how to implement player interaction with grass, making it bend away from objects and characters
  • also covers an approach for cutting grass dynamically


[video] Colored Pencil Rendering - Custom Lighting Models - Episode 18

  • continues the custom lighting model series with techniques to simulate colored pencil art style
  • presents shader methods for recreating the grainy texture and stroke patterns of traditional colored pencil drawings
  • demonstrates implementation in both Unity and Unreal Engine using the visual shading language


Thanks to Jasper Bekkers for support of this series.


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