Graphics Programming Weekly 433


Analytic Fog Rendering With Volumetric Primitives

  • presents an analytic approach to rendering localized fog volumes with varying density using radial density functions bounded by geometric primitives
  • derives closed-form antiderivatives for each density function
  • linear transforms applied to the ray allow volumes to be arbitrarily scaled and rotated


Procedural Pool Balls

  • uses 2D SDFs in a ShaderGraph shader to procedurally draw pool balls
  • presents how to apply the ball numbercorrectly on both the front and back of the sphere


A Decade of Slug

  • Eric Lengyel reflects on 10 years of the Slug algorithm for GPU text rendering directly from Bézier curve data, detailing evolutionary simplifications since the 2017 JCGT paper
  • introduces “dynamic dilation” for antialiasing without any manually-tuned constant
  • announces that the Slug algorithm patent is permanently dedicated to the public domain with reference HLSL shaders—including dynamic dilation—released on GitHub under the MIT license


Slug Algorithm (WebGPU)

  • WebGPU/WGSL port of Eric Lengyel’s Slug text rendering algorithm
  • implements the CPU-side pipeline that extracts Bézier curves, and partitions them into vertical and horizontal bands;
  • the WGSL shaders then evaluate the bands to rasterize glyphs on the GPU


Parallelised Differentiable Straightest Geodesics for 3D Meshes

  • CVPR 2026 paper presenting a parallelised CUDA implementation of differentiable geodesics on 3D mesh surfaces
  • proposes two differentiation methods: an Extrinsic Proxy for fast gradient approximation and Geodesic Finite Differences for higher-accuracy
  • demonstrates the technique in different applications


Enhancing DirectX Testing with AMD Smoldr

  • AMD releases Smoldr, an open-source scripting tool for running DirectX 12 compute and raytracing shaders without writing any C++
  • a plain-text script defines HLSL sources, buffers, root signatures, pipelines, and dispatches;
  • basic verifications commands allow verifying and printing output values for testing


UPDATED! Configuring Vulkan Layers White Paper

  • White paper has been updated to reflect improvements introduced in Vulkan SDK 1.4.335
  • Vulkan Configurator can now export a tested layer configuration directly into all supported formats, unifying layer configuration behaviour


Boost your graphics performance with the M5 and A19 GPUs

  • deep dive into the graphics features of Apple’s M5 and A19 GPUs targeting games and pro app workflows
  • covers hardware design updates including universal texture compression support and an upgraded hardware ray tracing unit
  • introduces new profiling tools to help developers identify and exploit performance opportunities on M5 GPUs


AMD GPU-Initiated I/O

  • explores making an AMD GPU control an NVMe device directly, bypassing the CPU for I/O submission and data placement into VRAM
  • discussins and presents the kernel-level paths to allow access to the required pages from DMA and GPU shader access
  • documents the cache coherency challenges encountered


[video] Can Fiddling With Meshes Improve Game’s Performance?

  • overview of meshoptimizer, covering the full offline mesh processing pipeline
  • covers mesh shader meshlet generation, mesh simplification for LOD hierarchies, specialized mesh compression
  • additionally talks about cluster_load.h, a component for hierarchical continuous LOD


[video] Rain Effects On Terrain - Terrain Shaders - Episode 18

  • video showing how to add rain effects (puddles, raindrops, ripples) to a Unity terrain shader
  • adapts the built-in rain floor subgraph for the needs of the trrain
  • improves puddle by modulating the puddle mask with terrain height data


[video] Hands-On With DLSS 5: Our First Look At Nvidia's Next-Gen Photo-Realistic Lighting

  • Digital Foundry’s first hands-on look at DLSS 5
  • demos across Resident Evil Re:Verse, Starfield, Oblivion Remastered, and Assassin’s Creed Shadows
  • currently runs on dual RTX 5090 GPUs in demo form; goal is reduce hardware requirements


Thanks to Aras Pranckevičius for support of this series.


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