Graphics Programming 413


SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering

  • hands-on tutorial series for implementing ray tracing with Vulkan
  • implements ray-query-based shadow rays with alpha-test transparency support
  • includes debugging tips using RenderDoc and Nsight Graphics


Physically Based Content

  • comprehensive guide covering physically based approaches for geometry, materials, lighting, and cameras
  • discusses the various material properties with real-world examples
  • covers physically based lighting units, including candela, lumen, nit, and lux, with practical measurement techniques
  • emphasizes the importance of physically based content for reusable assets and consistent results across lighting conditions


Field Guide to TSL and WebGPU

  • comprehensive guide to Three.js using WebGPU
  • presents three.js Shading Language (TSL) as well as WGsl for web graphics development
  • provides practical examples, including displacement, glass materials, particles, and post-processing effects


[video] Texturing & UVs | Unity Shader Code Basics 02

  • video tutorial covering texture sampling in Unity shader code
  • explains the concept of UV coordinates, texture samplers
  • shows how to implement texture mapping into a simple shader


Heterogenous AoS instance encoding for a GPU-driven renderer

  • presents a per-instance encoding technique for GPU-driven rendering with varying instance data requirements
  • instances use type discriminants to allow different memory layouts within a unified buffer
  • reduces memory bandwidth and footprint by eliminating unused fields
  • allows different instance types to coexist efficiently in the same buffer


[video] GPU Side Input

  • video exploring GPU-side input handling (late latching)
  • discusses how to efficiently manage input data directly on the GPU with cache-line-sized packets
  • covers practical implementation and how to avoid mid-frame cache flushes from the CPU


[video] Vulkan WORM

  • video demonstrating a write-once read-many model (WORM) for authoring compute workloads
  • presents how Vulkan compute code can be written to take advantage of the cache structure to ensure no cache flushes are required
  • discusses considerations when designing the data model to match hardware caches


Sharp Bilinear Filters: Big Clean Pixels for Pixel Art

  • explains the sharp bilinear filtering technique for scaling pixel art without blur
  • solves common artifacts from nearest-neighbor and standard bilinear filtering
  • Derives the mathematical formulas behind the shader implementation step by step


Mini: 3D Rotation

  • tutorial covering Euler angles and axis-angle rotation methods for 3D graphics
  • explains how to stack 2D rotations for yaw, pitch, and roll transformations
  • presents axis-angle rotation formula using mix, cross product, and trigonometric functions


Fast calculation of the distance to cubic Bezier curves on the GPU

  • details the mathematical approach to computing distance from a point to cubic Bézier curves
  • presents and compares recent algorithm improvements
  • providing GLSL implementations of the presented techniques


Thanks to Peter Kohaut for support of this series.


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