Graphics Programming 422


OpenPBR: Novel Features and Implementation Details

  • companion document to the OpenPBR specification providing deeper implementation guidance for the standardized uber-shader
  • covers slab-based layering, statistical mixing, and microfacet theory with mathematical derivations and code examples
  • discusses physical components including metallic, dielectric, subsurface substrates, thin-film iridescence, and planned extensions like hazy specular reflection


State of GPU Hardware (End of Year 2025)

  • analysis of GPU market share and D3D12 feature support using Steam Hardware Survey and D3d12infoDB
  • examines adoption rates for DXR, Shader Model 6.6-6.8, Mesh Shaders, Enhanced Barriers, VRS, and Work Graphs across GPU architectures


ACM's Transition to Full Open Access

  • announces ACM’s transition to fully open access publishing model
  • makes all ACM research content freely available


Bindless Oriented Graphics Programming

  • advocates for bindless rendering as an accessible gateway to GPU-driven rendering with lowered complexity
  • demonstrates how bindless resources enable event-driven draw management with reduced CPU involvement
  • proposes treating GPU data as database tables with compute shaders only modifying tables for simplified renderer architecture


How to Vulkan in 2026

  • extensive tutorial demonstrating modern Vulkan 1.3 programming with simplified features like dynamic rendering and buffer device address
  • creates functional 3D rendering application with textured meshes, lighting, and user interaction in single-file example
  • leverages recent API improvements including descriptor indexing, synchronization2, and Slang shader language to reduce verbosity


A Couple 3D AABB Tricks

  • presents practical techniques for working with axis-aligned bounding boxes including slab-based min/max representation for simpler merging operations
  • demonstrates an approach to extract individual vertex coordinates from AABB using vertex index without floating-point math
  • explains efficient ray-AABB intersection test


TinyDiffRast project

  • educational course implementing differentiable triangle rasterization from scratch inspired by tiny renderer
  • teaches inverse rendering techniques allowing 3D scene parameters to be learned from 2D images through gradient-based optimization
  • covers automatic differentiation, discontinuity handling, and practical applications including optimizing geometry, materials, lighting, and camera parameters


Improving Direct Lighting Material Occlusion - Part 1

  • analyzes limitations of traditional micro-occlusion texture baking for material-level direct lighting occlusion
  • compares micro-shadowing approaches from Naughty Dog and Activision with analytical formulas and visual results
  • proposes improved analytical alternative using cone angle calculations with better handling of full occlusion and roughness variation


A silly diffuse shading model

  • proposes alternative diffuse lighting formula that avoids completely black unlit areas
  • provides simple one-liner solution for test projects that preserves geometric detail without complex lighting setups


An Experimental Approach to printf in HLSL

  • presents a prototype implementation of printf debugging for HLSL shaders
  • uses compile-time string table extraction and builtin functions to convert format strings into buffer offsets
  • implemented entirely in HLSL using variadic templates


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


[video] SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination

  • presentation detailing the path-traced global illumination system in idTech8
  • discusses optimizations for dynamic lighting, material complexity, and scene complexity


[video] Getting started with BGFX

  • video tutorial series introducing BGFX, a cross-platform graphics rendering library
  • covers setup, basic rendering concepts, and how to create simple graphics applications

[video] Painting Holes in Terrain - Terrain Shaders - Episode 10

  • video tutorial showing how to create holes or cutouts in terrain geometry
  • demonstrates shader techniques for masking and clipping terrain based on texture data
  • covers practical applications like caves, tunnels, or dynamic terrain destruction

Realtime Raytracing in Bevy 0.18 (Solari)

  • details improvements to Bevy’s dynamic raytraced lighting system in version 0.18
  • adds specular material support with GGX BRDF including importance sampling and proper handling for mirror surfaces
  • fixes energy loss bugs, reduces ReSTIR resampling correlations, and improves world cache performance with adaptive blend factors and lifetime management

Thanks to Aras Pranckevicius for support of this series.


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