Graphics Programming Weekly - Issue 406


Advances in Real-Time Rendering in Games

  • presents the Siggraph 2025 course collection on advances in real-time rendering techniques for games
  • discusses latest advances in ray tracing, global illumination, and hybrid rendering pipelines for interactive applications
  • Slides for most talks have been released


Stochastic tile-based lighting in HypeHype

  • presents a stochastic approach to tile-based lighting
  • discusses probabilistic light sampling techniques that maintain visual quality while reducing computational overhead
  • demonstrates implementation details for integrating stochastic methods with existing tile-based deferred rendering pipelines


Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot

  • presents techniques for implementing level-of-detail systems for grass rendering
  • demonstrates the creation of grass impostors using custom shaders that replicate albedo, ambient occlusion, and normal maps without geometry
  • shows how to implement smooth transitions between high-detail grass meshes and performance-optimized impostor representations


Implementing a foil sticker effect

  • presents shader techniques for creating realistic metallic foil sticker effects using reflection and refraction
  • discusses texture mapping approaches for simulating the characteristic rainbow iridescence of holographic materials
  • shader code is included
  • additionally contains a real-time implementation in the browser that allows experimentation


Blocky Planet — Making Minecraft Spherical

  • presents techniques for transforming cubic voxel worlds into spherical geometries using quad sphere mapping
  • discusses map distortion artifacts and how to overcome them for a Minecraft-like world
  • provides visual explanations of the issues and how to resolve them


Functions: Mix

  • presents the mix() function used for linear interpolation between values
  • discusses practical applications, including color blending, texture transitions, and animation smoothing
  • demonstrates various practical use-cases


[video] Analyze Your Game With PIX - Game Optimization - Episode 7

  • video tutorial demonstrating how to use Microsoft PIX to analyze game GPU performance
  • shows the necessary steps to set up the system
  • presents a first brief walkthrough of a GPU frame in Unity and Unreal using PIX


GPU utilisation and performance improvements

  • explores strategies for maximizing GPU VALU utilization and overall throughput by identifying and removing bottlenecks
  • discusses when to use different shader types (pixel vs compute) based on workload characteristics and hardware limitations


Graphics Programming Conference

  • announces the Graphics Programming Conference tickets are on sale now
  • Many sessions are also already announced


Recommended Programming Newsletters

  • presents a curated collection of programming newsletters covering various development topics (mine is included as well)
  • discusses newsletters focusing on graphics programming, game development, and rendering techniques


Thanks to Angel Ortiz for support of this series.


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