Graphics Programming Weekly - Issue 395


SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

  • announces the latest SIGGRAPH course on physically based shading, featuring new research and practical advice from film and game production
  • covers topics such as energy-conserving models, spectral rendering, neural materials, and production hair shading
  • includes the course timetable and presenter list


Khronos Announces Vulkan Video Decode VP9 Extension

  • introduces the VK_KHR_video_decode_vp9 extension for Vulkan, enabling hardware-accelerated VP9 video decoding
  • explains why VP9 is one of the simpler codecs to implement and recommends it for getting started
  • supported by major GPU vendors and open-source drivers, with SDK and sample updates coming soon


VK_KHR_unified_image_layouts

  • presents a Vulkan extension that simplifies image layout management by allowing VK_IMAGE_LAYOUT_GENERAL to be used in most cases
  • reduces the need for explicit image layout transitions to  simplify synchronization
  • discusses how some hardware doesn’t distinguish between image layouts, so not using the specific layouts doesn’t cause performance issues


Derivatives of Spherical Harmonics

  • presents formulas for efficiently computing partial derivatives of any order for spherical harmonics
  • shows that intermediate results from the standard evaluation can be reused, reducing the computation cost significantly
  • includes links to a poster, supplemental document, and code for practical use


Voronoi, Hashing and OSL

  • explores the optimization of Voronoi noise in Blender by switching from an older Jenkins hash to a faster PCG3D hash
  • highlights challenges with Open Shading Language (OSL) lacking unsigned integers and bit casts and how these were worked around
  • concludes with lessons learned about hash functions, code maintenance, and shading language limitations


From SDR to Fake HDR: Mario Kart World on Switch 2 Undermines Modern Display Potential

  • analyzes Mario Kart World’s HDR implementation on Switch 2, revealing it uses static tone mapping and SDR color gamut
  • details the pitfalls of SDR-first pipelines and how they limit dynamic range and color volume
  • offers recommendations for developers to adopt HDR-first workflows and dynamic tone mapping for better results


On Shaping Light

  • provides a comprehensive walkthrough of implementing volumetric lighting using raymarching and post-processing
  • covers coordinate system transformations, depth-based stopping, shadow mapping, and shaping light with SDFs
  • explores light scattering and multi-light setups with interactive demos and code examples
  • discusses practical applications and artistic effects achievable with these techniques in 3D scenes


Rendering Crispy Text On The GPU

  • presents an approach to real-time text rendering on the GPU, focusing on quality and subpixel anti-aliasing
  • discusses a system that rasterizes glyph curves directly to an atlas with temporal accumulation
  • provides code samples, visual comparisons, and practical advice for high-quality, efficient text rendering


[video] Aliasing... Or How Sampling Distorts Signals

  • the videos break down what aliasing is and why it happens when sampling signals
  • presents how this can lead to distorted or misleading results
  • shows a walkthrough with intuitive visualizations and concrete examples to show how high-frequency signals can appear misleading if sampled at a too-low frequency


[video] WWDC25: Unlock GPU computing with WebGPU | Apple

  • the video presents an overview of the WebGPU API
  • discussing the capabilities of the API, supported platforms, and limitations
  • additionally provides guidelines to follow for best performance


[video] Speaking the GPU's Language | Indirect Rendering

  • the video presents an overview of GPU architecture
  • explaining overhead in GPU processing
  • how indirect drawing allows more flexibility and enables more workloads to be executed efficiently
  • additionally discusses vertex optimizations for efficient rasterization


Thanks to Mike Turitzin for support of this series.


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