Graphics Programming 417


[video] SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE

  • SIGGRAPH 2025 presentation on stochastic tile-based lighting techniques implemented in HypeHype
  • cover motivations for the technique and how it compares against other solutions
  • detailed discussion of the implementation
  • covers how it interactics with other effects such as shadows


Spectral rendering, part 2: Real-time rendering

  • presents techniques for implementing spectral rendering in real-time applications using Monte Carlo integration
  • describes importance sampling strategies for wavelength selection based on illuminant spectra and color matching functions
  • demonstrates that spectral rendering introduces only modest overhead compared to RGB rendering


The Geometry Behind Normal Maps

  • explains the mathematical foundations of tangent space and its role in normal mapping
  • details how UV coordinates define the orientation of the tangent frame on surfaces
  • presents the construction of the TBN matrix and its application in transforming texture-space normals to surface space


[video] Terrain Tiling Break-Up - Terrain Shaders - Episode 4

  • discusses techniques to hide or reduce visible tiling patterns in terrain shaders
  • presents shader based solutions
  • additionally discusess alternative art authoring solutions


[video] Neural Shading Course: Part 1 - Introduction

  • introductory video for a course on neural shading techniques
  • first part of an 11 video part series exploring what neural shaders are, what hardware they provide access to


Introducing the Vulkan Drivers Tab

  • introduces a new Vulkan Drivers tab in the Vulkan Configurator (vkconfig)
  • provides a graphical interface to add additional drivers, force specific physical devices, and reorder device enumeration
  • streamlines multi-GPU testing and debugging by eliminating manual JSON configuration and environment variable tweaks


[video] Descriptor Indexing // Vulkan For Beginners #26

  • video tutorial covering descriptor indexing in Vulkan
  • explains how to access shader resources dynamically without binding individual descriptors
  • demonstrates the modern approach to managing textures and buffers in Vulkan applications


[video] Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace

  • demonstrates how to use Nsight Graphics GPU Trace to profile and optimize RTX Mega Geometry
  • shows detailed view of the available performance counter
  • provides practical workflow for analyzing shader performance and identifying bottlenecks


bc_crunch

  • tiny dependency-free C99 library (~700 LOC) for lossless compression of GPU-compressed texture blocks (BC1, BC3, BC4, BC5)
  • exploits spatial patterns, endpoint deltas, and Morton-ordered indices specific to BC formats achieving compression ratios of 1.5x-6x
  • features deterministic bit-exact reconstruction with no malloc or external dependencies


[video] Making GPUs Actually Fast: A Deep Dive into Training Performance

  • deep dive into GPU performance details and why GPUs are effective for neural network training
  • contains high level overview of gpu achitecture
  • identifies common bottlenecks (memory bandwidth, kernel-launch overhead, CPU–GPU imbalance) and how to overcome them


GNN From Scratch

  • tutorial on implementing Graph Neural Networks from scratch
  • provides step-by-step explanation of GNN architecture and components
  • covers fundamental concepts and practical implementation details


Thanks to Graham Wihlidal for support of this series.


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