Graphics Programming 423


Software occlusion culling in Block Game

  • presents a CPU-based software occlusion culling system for voxel rendering
  • uses hierarchical subchunk levels (8x8x8 down to 1x1x1 blocks) to efficiently render occluders at varying distances
  • presenting optimization steps


ASCII characters are not pixels: a deep dive into ASCII rendering

  • explores shape-based ASCII rendering using 6-dimensional sampling vectors to capture character geometry
  • introduces directional and global contrast enhancement techniques to sharpen edges between color boundaries
  • implements GPU-accelerated sampling and k-d tree lookups with caching


Optimizing spatiotemporal variance-guided filtering for modern GPU architectures

  • presents memory access optimizations for the à-trous wavelet transform used in SVGF denoising
  • achieves 1.3-2.5x performance improvement by optimizing for modern GPU cache hierarchies
  • maintains filtering quality while reducing execution time without imposing filter configuration limitations


High-Level Vulkan RHI

  • introduces VRHI, an immediate-mode Vulkan RHI with DX11/DX9-style API design
  • includes transient staging buffers, cached descriptor sets/PSOs, and threaded backend support
  • described as AI-generated educational material intended to inspire better RHI implementations


bgfx WebGPU backend, second take!

  • documents the reimplementation of bgfx’s WebGPU backend using Tint for SPIR-V to WGSL shader translation
  • critiques WebGPU’s design choices (versioning chaos, texture format tiers, structure chaining) while praising simplified buffer/texture management
  • discusses Dawn/Tint bugs encountered and provides build instructions for native WebGPU development


Pico GPU

  • virtual GPU designed for learning and experimenting with shaders in a constrained 300KB memory environment
  • supports 640x480 rendering at 60 FPS with vertex/fragment buffers, render targets, and GPU-based sound synthesis
  • includes save/load functionality as PNG screenshots containing all application data for easy sharing


Mastering GFXReconstruct: Part 4

  • explains the structure and contents of .gfxr capture files for Vulkan, Direct3D, and OpenXR applications
  • details what gets captured (API calls, memory snapshots, pipeline state) and achieving replay across platforms
  • discusses portability considerations and additional tools that are using the format


[video] Learn to Read + Edit HLSL in 40 min

  • beginner-friendly HLSL tutorial that builds a custom shader from scratch
  • covers shader structure, properties & variables, vertex vs fragment shaders, interpolators, vertex streams, and writing/animating effects


[video] Adding Terrain Detail Meshes - Terrain Shaders - Episode 12

  • demonstrates using built-in tools in Unreal and Unity to add foliage and detail meshes to terrain and landscapes
  • discusses practical workflows (painting vs procedural placement), performance trade-offs (instancing vs SRP batching) and LOD considerations for large scenes
  • part of a Terrain Shaders playlist with step-by-step demos and recommended resources for terrain detail pipelines


Thanks to Nathan Reed for support of this series.


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