Graphics Programming Weekly - Issue 403


Get ready for FSR Redstone with AMD FSR 3.1.4 and our new UE 5.6 plugin

  • introduces FSR Redstone, AMD’s upcoming suite of ML-powered neural rendering techniques
  • includes Neural Radiance Caching for real-time global illumination, ML Ray Regeneration for restoring details from low sample counts, Super Resolution (FSR 4), including frame generation


GPU Work Graphs Course

  • Siggraph course covering GPU Work Graphs for D3D12
  • starts with an in-depth look at graphics and API history and remaining limitations that work graphs aim to solve
  • provides detailed tutorials and examples for using the API and understanding related concepts
  • additionally explains how the driver implementation maps it onto the hardware


SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

  • 2025 editions of SIGGRAPH courses on physically based shading
  • covers topics including OpenPBR implementation details, spectral rendering in RGB, strand shading for hair/fur/feathers, and neural materials
  • additionally features talks on EON rough diffuse reflection, tone mapping in Gran Turismo 7, and bridging the gap between offline and real-time rendering
  • Slides are already available


A Texture Streaming Pipeline for Real-Time GPU Ray Tracing

  • presents Disney Animation’s solution for handling massive Ptex datasets (1.5 TB) in GPU ray tracing using only 2 GB of GPU VRAM
  • employs a fast LRU eviction scheme and caps GPU cache size to maintain zero-stall experience while preserving texture detail


AMD releases Vulkan support for Dense Geometry Format

  • introduces VK_AMDX_dense_geometry_format, a provisional Vulkan extension for using pre-compressed DGF data in acceleration structure builds
  • eliminates performance and memory costs of separate decoding steps by providing DGF data directly to the GPU
  • improves BLAS build time and reduces memory footprint on hardware with native DGF support


SIGGRAPH - NVIDIA Research Special Address

  • NVIDIA AI Research Leaders present the latest breakthroughs in computer graphics and Physical AI
  • Topics will include advancements in data generation, and their impact across industries from media to manufacturing


A Vulkan on Metal Mesa 3D Graphics Driver

  • announces KosmicKrisp, LunarG’s new Vulkan driver for Apple hardware built within the Mesa 3D framework
  • targets Vulkan 1.3 conformance level


Khronos Group Announces Inaugural Shading Languages Symposium

  • announces the first-ever Shading Languages Symposium scheduled for February 12-13, 2026, in San Diego, California
  • Representative for GLSL, HLSL, MSL, OSL, Slang, SPIR-V, and WGSL will be in attendance
  • Call for submission is open


Half-baked: Probe warping

  • explores a technique for “warping” probe data to approximate lighting information at different spatial locations
  • describes an algorithm that uses planes and ray intersections to reproject cubemap data, similar to parallax mapping but applied to spherical probes
  • presents a ShaderToy implementation that demonstrates the concepts


[video] 5 Ways To Make An Awesome Skybox In Unity

  • video tutorial demonstrating five different techniques for creating compelling skyboxes in Unity
  • covers various approaches from basic cubemap setups to more advanced procedural and dynamic skybox implementations
  • provides practical tips for achieving high-quality atmospheric effects and environment lighting in Unity projects


[video] Analyze First, Then Optimize - Game Optimization - Episode 4

  • video emphasizing the importance of profiling and analysis before starting on the implementing of performance optimizations
  • discusses methodologies for identifying performance bottlenecks rather than making assumptions
  • provides guidance on using profiling tools and data-driven approaches to make informed optimization decisions


Thanks to Aras Pranckevičius for support of this series.


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