Graphics Programming 418


Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder

  • announces the multi-vendor Vulkan extension VK_EXT_ray_tracing_invocation_reorder for Shader Execution Reordering (SER) to reduce divergence in ray tracing workloads
  • explains how SER uses hit objects to separate ray traversal from shader invocation and allows the GPU to reorder invocations for improved coherence
  • provides best practices, GLSL/Slang code examples, and how to profile with NVIDIA and AMD tools


Shader Execution Reordering Benchmarked

  • benchmarks Shader Execution Reordering (SER) using the Evolve pipeline path tracing benchmark across NVIDIA, AMD, and Intel GPUs
  • tests reordering strategies based on material index and material properties mask to improve wave coherence
  • shows significant performance improvements on NVIDIA hardware, while AMD and Intel showed minimal or no improvement


Spatial hashing for raytraced ambient occlusion

  • implements a spatial hash structure to cache and accelerate ray-traced ambient occlusion for static scenes
  • presents hash functions using PCG and xxhash32 with position and normal quantization to create cells that accumulate AO samples
  • discusses distance-based cell sizing, conflict resolution via linear probing, and temporal management to handle hashmap capacity limits


Introducing AMD GI-1.2 with multibounce indirect real-time rendering

  • announces AMD GI-1.2 as part of the Capsaicin Framework v1.3
  • extends the ray path by adding 2nd bounce hash grid cells to capture light from further bounces
  • presents the algorithm steps for radiance accumulation and filtering


[video] Demystifying Vulkan Ray Tracing

  • video presentation covering the fundamentals of ray tracing
  • covers the overview of the Vulkan API
  • presents and explains ambient occlusion as a practical use case


Spectral rendering, part 3: Spectral vs. RGB

  • compares RGB rendering against spectral rendering using various illuminant types from white light to monochromatic spectra
  • demonstrates how spectral rendering accurately handles color shifts under different light sources
  • discusses the advantages of spectral rendering for production workflows


Lighting mannequin

  • describes a lighting workflow for the Quest 2 that uses Lumen for fast iteration and GPU Lightmass for final bakes
  • presents techniques to fake light shafts without volumetric fog using Geometry Script-generated meshes and bloom effects without Mobile HDR
  • covers solutions to enable dynamic shadows on PC while keeping static lighting on mobile hardware


Finger Shadows in Compose

  • demonstrates using Android’s RuntimeShader API to simulate soft shadows projected by the user’s finger onto the UI
  • models the finger as a 3D capsule and computes soft shadow visibility by calculating the spherical caps’ intersection
  • provides the complete AGSL shader implementation, including optimized trigonometric functions


2D axis aligned bounding boxes

  • provides a collection of 2D axis-aligned bounding box (AABB) functions for SDF primitives to enable culling and pruning
  • covers triangles, oriented boxes, segments, pies, quadratic and cubic Bezier curves, parabolas, cut disks, eggs, stars, and vesica segments
  • includes Shadertoy demos for each primitive


[video] Introducing geometric algebra

  • first video in a series introducing geometric algebra as a framework for manipulating geometric objects through algebraic calculations
  • provides an overview of applications, advantages over traditional linear algebra approaches, and common educational pitfalls
  • covers the distinction between parallel and orthogonal components and sets up the foundation for deeper exploration


Notes about VK_EXT_custom_resolve

  • explains the new VK_EXT_custom_resolve Vulkan extension that allows custom shaders for resolving multisample images
  • describes how the extension enables combining resolve operations with post-processing like tone-mapping in a single shader
  • covers the dynamic rendering support via vkCmdBeginCustomResolveEXT


All Sources of DirectX 12 Documentation

  • provides a comprehensive guide to all D3D12 documentation sources
  • covers the primary Microsoft documentation,  Functional Specification, DirectX-Specs, etc


[video] SIGGRAPH Asia 2025 - Technical Papers Trailer

  • official trailer showcasing the technical papers presented at SIGGRAPH Asia 2025
  • previews the latest research in computer graphics and interactive techniques
  • presents a short overview of the various papers presented


Early-bird deadline for the Shading Languages Symposium 2026

  • conference program has been released
  • Combined passes for the Shading Languages Symposium + Vulkanised are available
  • Early bird ticket sales are still available

Thanks to Aras Pranckevičius for support of this series.


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