Graphics Programming Weekly - Issue 404


SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

  • annual SIGGRAPH course covering the latest developments in physically based shading research and practice
  • features presentations on OpenPBR, EON energy-preserving diffuse reflection, spectral rendering in RGB workflows, and neural materials
  • additionally covers hair/fur shading models and tone mapping techniques from Gran Turismo 7


SIGGRAPH 2025 Links

  • comprehensive collection of links to SIGGRAPH 2025 content including courses, talks, papers, and emerging technologies
  • covers session recordings, technical papers, and innovative demonstrations from the conference


LunarG at SIGGRAPH 2025: Updates on Ecosystem and GFXReconstruct

  • LunarG’s SIGGRAPH 2025 presentations on Vulkan SDK updates and GFXReconstruct capabilities
  • details improvements to validation layers, new tooling features, and ecosystem advancements since 2024


Spark 1.3 and spark.js

  • release of Spark 1.3 with full WebGPU support and introduction of spark.js for browser-based GPU texture compression
  • introduces new BC7 RGBA codec and improved quality across all formats
  • performance improvements for EAC compression on mobile GPUs and expanded platform support including older OpenGL versions


Learning About GPUs Through Measuring Memory Bandwidth

  • Explains descriptors, buffer types, and texture units in practical terms
  • Walks through cache behavior (write-back/combining, globallycoherent) and latency hiding
  • Shares findings from a purpose-built microbenchmark across multiple GPU


Anno 1800: Frame Analysis

  • in-depth technical analysis of Anno 1800’s custom rendering pipeline from terrain virtual textures to final output
  • explores techniques like GPU-driven rendering, compute-based particle systems, and async wave simulation
  • detailed breakdown of the forward rendering approach including depth prepass, shadows, and post-processing stack


Derivatives, Gradients, Jacobians and Hessians – Oh My!

  • educational article explaining the relationships between derivatives, gradients, Jacobian matrices, and Hessian matrices
  • demonstrates practical applications in optimization, machine learning, and computer graphics
  • explains how these concepts are used in rendering techniques like gradient descent and SDF antialiasing


Environment and Light in Godot: Setting Up For Photorealistic 3D Graphics

  • comprehensive guide to setting up realistic lighting and environments in Godot 4
  • covers WorldEnvironment setup, physical sky materials, HDR tone mapping, and global illumination techniques
  • explains practical aspects of ambient occlusion, bloom, fog, and color grading for achieving high-quality visuals


[video] HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series

  • video tutorial explaining high dynamic range rendering and tone mapping implementation in OpenGL
  • covers the theory behind HDR color spaces and why traditional 0-1 RGB values are insufficient for realistic lighting
  • demonstrates practical implementation of tone mapping operators to convert HDR to displayable LDR formats


[video] I Tried Ray-Tracing Glass and Rainbows

  • video demonstrating ray tracing implementation for glass materials and dispersion effects to create rainbows
  • explores the physics of light refraction and how to simulate wavelength-dependent refractive indices
  • presents visual explanations of the pheonmenos and how to implement them


Thanks to Aras Pranckevičius for support of this series.


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