Graphics Programming 414


[video] npacking Terrain Textures - Terrain Shaders - Episode 2

  • video tutorial demonstrating how to unpack terrain textures efficiently
  • explains creating terrain layer subgraphs using only two texture samples
  • shares optimization techniques to improve terrain shader performance


[video] Shape Shader Functions WITHOUT Knowing Math!

  • demonstrates how to use Desmos to visualize functions and transform them into shader code
  • provides various examples of the transformation steps
  • additionally presents how to use the functions to distort UVs to create interesting visual effects


Calculating the Bounding Rectangle of a Circular Sector

  • presents an algorithm for calculating bounding boxes of circular sectors in 2D
  • provides a GLSL implementation using vector operations
  • useful for area-of-effect queries in game development, such as attacks or spell casting


Ghost of Yōtei – tech deep dive

  • Sucker Punch details the rendering technology behind Ghost of Yōtei
  • discusses GPU compute rendering for vast landscapes with large instance counts
  • covers advanced features including terrain tessellation, volumetric fog with cloud shadows, and PS5 Pro ray-traced global illumination


ReGIR - An advanced implementation for many-lights offline rendering

  • comprehensive deep-dive into implementing ReGIR for efficient many-lights sampling
  • explains Reservoir-based Grid Importance Resampling using hash grids and spatial/temporal reuse
  • demonstrates significant performance improvements over power sampling and light hierarchies in complex scenes


NITRO GEN OMEGA: Bringing the art style of spaghetti anime to life with UE5

  • An interview with the developers of “NITRO GEN OMEGA”
  • Discusses how they achieved the “spaghetti anime” art style in Unreal Engine 5
  • Covers the use of cel shading, stylized VFX, and other techniques to create a umique look


Thanks to Peter Kohaut for support of this series.


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