Graphics Programming Weekly - Issue 400


[video] Game Optimization - Introduction & General Principles - Episode 1

  • first episode in a series covering game optimization principles
  • why you should optimize, who should optimize, and when you should optimize
  • introduces fundamental concepts and methodologies for optimizing game performance


[video] How to optimize your Niagaras - Paweł Charzyński || 11Bit Studios ||

  • presentation on optimizing Niagara particle systems in Unreal Engine
  • covers structures, material instances, shader, and emitter complexity
  • provides practical techniques to reduce GPU and CPU overhead in complex VFX


[video] Once Upon a Pixel: How Crysis Changed Real-Time Lighting Forever

  • The video presents a discussion of Screen Space Ambient Occlusion technique implementation
  • shows how to implement the technique using OpenGL and GLSL
  • explains the intermediate steps and required theory along the way


[video] Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||

  • The talk focuses on he foundation and core concepts of physically based shading
  • focusing on the interconnection of concepts and making it easy to understand the concepts visually


Generative AI model for Global Illumination effects

  • presents a diffusion-based approach for generating reflective caustics
  • utilizes a latent-space diffusion model conditioned on geometry, material, and illumination data


[video] Casey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake – BSC 2025

  • critical analysis of object-oriented programming paradigms and their impact on software development
  • examines historical context and technical drawbacks of OOP that have persisted for a long time
  • proposes alternative approaches for practical problem-solving


[video] Multiple Worlds, One Screen: recreating SplitFiction’s Trick in Unity

  • demonstrates how to implement a portal rendering technique such as found in SplitFiction
  • explains Stencil Buffer and how to use it to render multiple portal worlds
  • Implementation is shown using Unity
  • Portal shapes are implemented using SDF shapes


[video] The Future of Analytical Materials in a Neural World

  • presents a look at how real-life material complexity is approximated in rendering
  • discusses the importance of layered material models for the appearance
  • examines the evolving relationship between traditional analytical material models and neural rendering approaches
  • explores hybrid approaches that combine the predictability of analytical models with the expressiveness of neural networks


[video] SSAO, Close Enough since 2007 | A Brief History

  • discusses a history of Screen space ambient occlusion
  • shows visual examples of the techniques and how they affected the generated results
  • covering the developments from Crytek SSAO, over HBAO, GTAO, to VBAO


Thanks to Nathan Reed for support of this series.


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