Graphics Programming 420


meshoptimizer v1.0 GitHub

  • highlights improvements to clusterization algorithms, producing higher-quality meshlets and better partitioning for hierarchical structures
  • stabilizes all experimental features with API, ABI, and behavior compatibility guarantees
  • additionally announces the inclusion of clusterlod, a single header library for continuous level of detail generation


Optimizing mannequin

  • details performance optimizations for a VR title on Quest 2
  • describes improved culling and draw call reduction strategies
  • presents solutions for reducing draw calls through manual instancing, Custom Primitive Data, and LOD bias techniques


Around The World, Part 28: Scaling up

  • discusses a simple world wrapping implementation using a chunk-based hierarchy in Godot
  • presents a terrain LOD system with skirts to prevent cracks
  • additionally presents tree impostors for distant vegetation using billboards


MeshSplatting: Differentiable Rendering with Opaque Meshes

  • presents a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering
  • uses restricted Delaunay triangulation to enforce connectivity and creates smooth surfaces with opaque triangles


[video] Filtering -Vs- Graphics

  • The video discusses filtering considerations when implementing real-time graphics
  • compares against cinema quality and presents what causes games to have a specific look
  • additionally presents games that achieved particularly good results in image clarity


Eliminate Slope Stretching - Terrain Shaders - Episode 8

  • The video presents how to update the texture projection logic so that it can better deal with horizontal slopes
  • approaches the problem by projecting textures from the front and sides instead of only the top
  • shows how to implement the technique in both Unreal and Unity visual scripting


Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling

  • extends Specular Manifold Sampling for interactive caustic rendering using tile-based sample space partitioning
  • restricts expensive Newton iterations to the vicinity of seed paths by building per-frame prior distributions
  • applies ReSTIR spatiotemporal resampling to amortize sample generation costs and achieve variance reduction


Implicit Position-Based Fluids (IPBF)

  • introduces a novel incompressible SPH scheme using second-order implicit descent
  • demonstrates improved incompressibility and stability compared to velocity-based methods like IISPH and DFSPH
  • remains unconditionally stable even for large time steps while avoiding the compression artifacts of standard position-based methods


Thanks to Matt Pharr for support of this series.


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