Graphics Programming 412


Dynamic levels of detail in Evolve

  • details a GPU-driven LOD system using solid angle calculations on camera unit spheres
  • projects mesh AABBs onto the unit sphere to estimate screen coverage for LOD selection
  • implements bindless rendering with unified vertex/index buffer access across all LOD levels


Variable-Rate Texture Compression: Real-Time Rendering with JPEG

  • demonstrates a technique to use JPEG textures for real-time integration using OpenGL and CUDA
  • uses deferred rendering to identify required JPEG blocks before collaborative workgroup decoding
  • presents the pipeline that is defined by geometry, mark, decode, and finally the resolve pass


A Tour of Cute Framework's Renderer

  • comprehensive overview of a 2D renderer that unifies sprites, shapes, and text in single draw calls
  • presents runtime sprite atlas compilation that automatically manages texture packing for the user
  • uses signed distance functions for shape rendering with unified antialiasing, rounding, and stroke support


[video] Cubemaps // Vulkan For Beginners #25

  • tutorial covering cubemap implementation in Vulkan
  • explains cubemap texture setup and sampling techniques
  • demonstrates environment mapping to render a skybox around the viewer position


Converting SSE intrinsics code to Neon. Burst masked occlusion culling

  • details the process of translating SSE intrinsics to Neon for Unity’s Burst compiler
  • presents optimization techniques that improved performance by 2.3x through removing allocations
  • discusses challenges with instruction equivalence and shows SIMD vectorization achieving 7-15x speedups


[video] Coding Adventure: Simulating Smoke

  • video walkthrough of implementing a fluid dynamics simulation for smoke
  • covers the mathematical foundations and implementation details of smoke simulation
  • covers Navier-Stokes equations as well as dynamic simulation with pressure solving and velocity interpolation


Better sRGB to greyscale conversion

  • presents an improved formula for converting sRGB colors to greyscale in gamma space
  • explains why the standard Rec. 709 coefficients are technically incorrect when used with gamma-corrected values
  • compares alternative coefficients optimized for nonlinear color space with visual examples


[video] Your First Shader | Unity Shader Code Basics 01

  • introductory video tutorial on writing shaders in Unity
  • covers the fundamental concepts of shader programming for beginners
  • walks through creating a basic shader from scratch


WebGPU and the price of compiling WGSL

  • introduces a diagnostic tool for measuring WGSL shader compilation times in WebGPU
  • provides complexity sliders to generate shaders of various sizes for benchmarking
  • reveals significant differences between cold and warm compilation timings across browsers


SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events

  • announces the availability of recordings and materials from Slang’s SIGGRAPH 2025 sessions
  • includes hands-on lab materials covering language fundamentals, modules, and automatic differentiation
  • provides access to neural shading course materials as well as a session presenting how developers use the technology


[video] Reinforcement Learning 04 : Motion Fields For Interactive Character Animation

  • video presentation on the Motion Fields for Interactive Character Animation paper
  • discusses reinforcement learning techniques for generating responsive character movements
  • present a practical implementation of the technique with an in-depth explanation


[video] But what is a Laplace Transform?

  • video explaining the intuition and mathematics behind Laplace transforms
  • presents the transform as a tool for converting differential equations into algebraic ones
  • shows visual interpretations of the mathematical concepts


Thanks to Keith O’Conor for support of this series.


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