Graphics Programming Weekly - Issue 399


Hallucinations on the future of real-time rendering

  • presents the argument that rendering industry is shifting from technology-driven growth to content delivery and user-generated content as primary revenue drivers
  • discusses the role of machine learning in rendering, noting its effectiveness in post-processing but limited impact on core algorithms due to existing analytical solutions
  • predicts future trends toward “more real-time, less baking” approaches and advances in dynamic data structures for optimal signal representation


How does a screen work?

  • explores the technical foundations of digital display technology
  • covers the evolution from electron guns to modern displays
  • examines how pixels and color systems work in todays screens


Using the Matrix Cores of AMD RDNA 4 architecture GPUs

  • explains how to use Wave Matrix Multiply Accumulate (WMMA) operations on AMD RDNA 4 GPUs
  • covers the simplified VGPR layout compared to RDNA 3 and the new intrinsics for 16x16 matrix operations
  • provides practical examples including multi-layer perceptron (MLP) implementation using WMMA for neural network inference


Introducing Skia Graphite: Chrome's rasterization backend for the future

  • announces the launch of Skia Graphite as Chrome’s new rasterization backend
  • explains how Graphite improves upon the previous Ganesh backend with better multithreading and depth testing for 2D graphics
  • details performance improvements and future development plans


The Art Of Packing Data

  • comprehensive guide to efficiently packing various data types commonly used in graphics programming
  • covers techniques for normalized data, floating point formats, bitfields, and specialized encoding methods for normals and world positions
  • provides HLSL code examples and GPU instruction analysis on RDNA hardware


Lossless Float Image Compression

  • compares lossless compression techniques for multi-layer floating point images
  • evaluates OpenEXR, JPEG-XL, and a custom approach using mesh optimizer with zstd
  • presents that mesh optimizer combined with zstd provides really good performance-to-compression ratio results


HyAB k-means for color quantization

  • presents a new approach to color quantization using the HyAB distance formula in CIELAB color space
  • compares results against exisitngs methods
  • demonstrates how a hybrid distance metric (absolute difference in lightness, Euclidean in chromaticity) improves color fidelity in quantized images


Padding Transparent Textures for MIPs and Game Engines

  • addresses visual artifacts that occur with transparent textures have unintetional RGB values in transparent areas during mipmapping
  • presents a Python tool that pads transparent textures by bleeding opaque pixels outward to fix rendering issues
  • explains the difference between premultiplied and straight alpha workflows and their impact on texture processing


[video] Matrices are tensors | Tensor algebra episode 4

  • video exploring the mathematical relationship between matrices and tensors
  • covers tensor algebra concepts that extend beyond traditional matrix operations
  • presents mathematical foundations useful for understanding advanced graphics and machine learning algorithms


Algorithms for making interesting organic simulations

  • detailed explanation of physarum-inspired algorithms for creating organic-looking simulations and visual effects
  • provides implementation details including GPU shader techniques, interactive experiments, and artistic applications for real-time organic pattern generation


[video] I3D 2025 Papers Session 6 - Neural & Splatting

  • video recording of research paper presentations from the Interactive 3D Graphics and Games (I3D) 2025 conference
  • features cutting-edge research on neural rendering techniques and Gaussian splatting methods
  • showcases the latest developments in neural graphics and real-time rendering technologies


[video] I3D 2025 Papers Session 4 - Filtering & Reconstruction

  • research presentations from I3D 2025 conference focusing on advanced filtering and reconstruction techniques
  • covers state-of-the-art methods for image and signal processing in real-time graphics applications
  • presents novel approaches to improving quality and performance in interactive 3D rendering


Thanks to Aras Pranckevičius for support of this series.


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