Graphics Programming Weekly 430


Announcing Shader Model 6.9 Retail and New D3D12 Improvements

  • announces the official release of Shader Model 6.9, introducing Long Vector support, 16-bit float specials, and making 16-bit/64-bit shader ops and wave ops required features
  • brings DXR 1.2 features (Opacity Micromaps and Shader Execution Reordering) out of preview
  • introduces D3D12 improvements, including revised resource view creation APIs and CPU timeline query resolves
  • releases preview features, including Fence Barriers for fine-grained GPU synchronization


D3D12 Opacity Micromaps

  • introduces Opacity Micromaps (OMMs) as part of DXR Tier 1.2 to reduce overhead from redundant any-hit shader invocations for alpha-tested geometry
  • encodes opacity information using masks on uniformly subdivided meshes laid out on a barycentric grid
  • stores OMMs separately from bottom-level acceleration structures, allowing reuse across multiple BLASes


Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12

  • introduces Fence Barriers Tier-1 in preview
  • provides SignalBarrier and WaitBarrier operations for command-list scoped fences, offering a cleaner alternative to split barriers
  • enables cross-queue synchronization through SignalBarrier with traditional queue-level waits
  • next iterations Tier-2 will add full cross-queue WaitBarrier support


Real-time Rendering with a Neural Irradiance Volume

  • presents Neural Irradiance Volume (NIV), a technique that replaces traditional probe grids with a compact neural model for pre-computing diffuse global illumination
  • demonstrates quality improvement over probe-based methods at equivalent memory budgets while working within strict real-time constraints without requiring ray tracing or denoising


Shipping Neural Texture Compression in Assassin’s Creed Mirage

  • describes the implementation of neural texture compression that uses a latent representation shared across all material channels
  • explicitly models BC compression during training to ensure the network is optimized against the exact signal sampled by the renderer at runtime
  • achieves approximately 30% memory reduction


GTC 2026

  • NVIDIA GTC is starting March 16 – attend virtually for free.
  • Presenting the latest breakthroughs in generative AI, accelerated computing, simulation technology, and more.
  • My top sessions: OpenUSD Crash Course (DLIW82272), Fundamentals of GPU-Accelerated Workflows (DLIW82265) and more
  • Win an RTX Pro 6000 GPU and see my full session recommendations here


RenderDoc - Version v1.43

  • introduces a new custom annotation system that enables rich context information on a per-event or per-object basis
  • adds a shader viewer panel showing where debug symbols were loaded from and the paths searched, with support for embedding symbols within captures


How to Use Vulkan Debug Printf

  • explains how to use Vulkan’s Debug Printf feature using VK_KHR_shader_non_semantic_info
  • covers implementation in GLSL (debugPrintfEXT), HLSL/Slang (standard printf), and direct SPIR-V instructions, with output viewable in RenderDoc 1.14+ or through Validation Layers
  • describes format string restrictions, including limited specifiers, vector support, and limitations


New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine

  • presents a new tutorial that builds on the Core Vulkan Tutorial to guide developers through more advanced concepts
  • addresses aspects such as debugging, profiling, CI/CD, and packaging
  • additionally covers dynamic rendering, timeline semaphores, and engine design aspects


[video] Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3

  • presents implementation strategies for GPU-driven rendering pipelines optimized for Meta Quest 2 and Quest 3 mobile VR hardware
  • discusses techniques for reducing CPU overhead and maximizing GPU utilization within the power and thermal constraints
  • covers Vulkan API features that enable efficient indirect drawing and compute-heavy rendering approaches


[video] Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform

  • introduces Gigi as a rapid prototyping platform for graphics rendering research and development, designed to accelerate experimentation workflows
  • demonstrates approaches for streamlining graphics programming iteration cycles and enabling faster testing of rendering algorithms and shader techniques


[video] Terrain Advanced Auto Material - Terrain Shaders - Episode 16

  • demonstrates creating an advanced terrain auto material combining angle blend, height blending, and altitude blending for realistic surface variation
  • provides implementation patterns applicable to both Unreal Engine material graphs and Unity shader graphs


Thanks to Graham Wihlidal for support of this series.


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