Graphics Programming Weekly - Issue 401


[video] The Graphics Pipeline and Rendering Types - Game Optimization - Episode 2

  • Second episode in a game optimization series covering the graphics pipeline and different rendering approaches
  • explains the stages of the graphics rendering pipeline
  • discusses the differences between deferred and forward shading and how they impact performance characteristics


Decoding: Phosphor

  • Technical breakdown of a 258-character shader that creates glowing, fluid particles using raymarching and turbulence techniques
  • explains how the compact code handles raycasting, 3D rotation, camera displacement, and particle distribution


Profiling without Source code – how I diagnosed Trackmania stuttering

  • describes how to diagnose stuttering issues in Trackmania using profiling tools without access to the source code
  • uses Superluminal profiler to identify patterns and library calls to track down performance bottlenecks
  • demonstrating how performance analysis can work without debug symbols


Neural Importance Sampling of Many Lights

  • SIGGRAPH 2025 paper presenting a neural approach for estimating spatially varying light selection distributions in many-light scenarios
  • uses a neural network trained to predict light selection distributions based on local information
  • integrates with light hierarchy techniques and introduces residual learning to accelerate convergence during training


[video] But how do AI images/videos actually work? | Guest video by WelchLabsVideo

  • Educational breakdown of how AI image and video generation systems function under the hood
  • explains the mathematical and algorithmic foundations behind diffusion models and neural networks used for content generation
  • tries to explain and develop intuitions into the process from noise to coherent images, covering training methodologies and inference techniques


Jobs

Intermediate C++ Programmers

Remote (UK only)

Here at JECO, we’re building automated optimisation tools for all software, on any device, starting with video games - saving hours of developer time, costs and carbon emissions. We’re currently looking for purpose-driven and talented Intermediate C++ Programmers to join our team and work on developing our industry-first tools.


Shipping WebGPU on Windows in Firefox 141

  • announces Mozilla’s release of WebGPU support on Windows in Firefox 141, bringing modern GPU access to the web
  • built on the WGPU Rust crate, providing a unified interface to Direct3D 12, Metal, and Vulkan across platforms
  • discusses ongoing performance improvements


[video] GPU Programming and Language Design with Chris Lattner

  • interview with LLVM and Swift creator Chris Lattner discussing GPU programming languages and their design challenges
  • explores the evolution of GPU programming models and the unique constraints that influence language design for parallel computing
  • focuses on the work on the Mojo programming language that allows CPU+GPU execution without CUDA


Graphics Programming Conference

  • The Graphics Programming Conference in Breda for November 18th-20th, 2025, has announced its first set of talks
  • covers topics ranging from real-time path tracing and volumetric rendering to GPU particle systems and mobile game optimization
  • There are still a couple of days left to submit a talk


Thanks to Nathan Reed for support of this series.


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