Graphics Programming 416


RenderDoc - Version v1.41

  • major release adding threaded shader debugging support for D3D11, D3D12, and Vulkan
  • correctly simulates wave/subgroup operations, group-shared memory, and whole-workgroup interactions
  • includes numerous bugfixes for pixel history, descriptor buffers, and multi-GPU scenarios


CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization

  • presents a multi-agent workflow for automatic CUDA kernel generation and optimization
  • uses LLM agents to iteratively generate, correct, and optimize kernels while integrating Nsight Compute metrics


Spectral rendering, part 1: Spectra

  • introduces spectral rendering for more accurate color reproduction
  • explains how to obtain illuminant spectra from databases and convert RGB textures to reflectance spectra using Fourier sRGB
  • presents the mathematical foundations of spectral upsampling that enable working with existing assets


Coding This is Us

  • technical post-mortem of graphics techniques used in the “This is Us” demo presented at Revision 2025
  • describes real-time path tracing implementation using radiance caching with spatial hashing and ReSTIR GI
  • presents SPH fluid simulation using tiled approach with LDS pre-fetching and marching cubes meshing


Inline vs Pipeline Ray Tracing

  • compares inline and pipeline ray tracing approaches with detailed explanations
  • benchmarks both methods on AMD, NVIDIA, and Intel Arc
  • shows AMD achieves significantly better performance with pipeline ray tracing, while NVIDIA and Intel perform similarly with both approaches


How animation hides LOD Transitions

  • investigates how animation affects the visibility of LOD transitions in 3D models
  • finds that animated models can switch LODs much closer to the camera compared to static models
  • demonstrates that animation effectively masks geometry changes, potentially eliminating the need for cross-fade transitions


Registration now open for the Shading Languages Symposium 2026

  • Registration for the Shading Languages Symposium 2026 is open
  • The program has been published and features keynotes and sessions covering Slang, SPIR-V, HLSL, GLSL, WGSL, Gigi, WESL, and more
  • aimed at attending work on shader languages, compilers, tools, or rendering pipelines


[video] Fixing GLSL HLSL

  • The video discusses additional shader hints that the author would like to see expressed in shader code
  • explains the reasoning and advantages of the various requests
  • demonstrates suggested shader code syntax


[video] Terrain Shader Structure - Terrain Shaders - Episode 3

  • third episode in a series on terrain shader development
  • explains how to extend a single-layer material into a 4-layer blend setup
  • presents a height-based blending approach between layers


[video] Vertex Shaders & Tessellation | Unity Shader Code Basics 05

  • explains how to use vertex shaders to animate a simple wave
  • shows that vertex density affects the quality of the effect
  • provides a detailed walkthrough on how to set up the mesh tessellation pipeline using Unity


Tellusim Core SDK - Open Source

  • announces open source release of Tellusim Core SDK for cross-platform graphics and compute development
  • provides unified C++ API with bindings for C#, Rust, Swift, Python, Java, and JavaScript
  • includes comprehensive examples covering meshlets, ray tracing, UI, and more


Thanks to Eric Heines for support of this series.


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