Graphics Programming Weekly 435


meshoptimizer - v1.1

  • announces v1.1 of meshoptimizer, introducing two major new features, meshlet compression and opacity micromap rasterization
  • The new method compresses meshlet topology, exploiting spatial locality, and provides an example compute shader decoder
  • The opacity micromap support generates hardware-ready OMM data from mesh UVs and a texture alpha channel for direct use with VK_EXT_opacity_micromap or DXR 1.2


Fast and Gorgeous Erosion Filter

  • presents a single-pass, GPU-friendly terrain erosion filter that produces branching gullies and ridges, making it suitable for infinite or chunked terrain generation
  • the technique uses gradient-aligned sine wave stripes subdivided into Voronoi cells to form gullies;
  • Several refinements are described to preserve crisp peaks and valleys
  • The Shadertoy example is provided


How to Color Low Poly Terrain with Gradients and Curves

  • explains a three-control approach to color low-poly terrain driven entirely by geometry: a slope gradient, a height gradient, and a blend curve that determines which of the two governs each elevation band
  • demonstrates the approach in Unity “Polaris” terrain tool


Rendering arbitrary-scale emojis using the Slug algorithm

  • describes how to extend the Slug algorithm’s GPU implementation to render vector color emojis at arbitrary scale with no prerendered bitmaps
  • covers how to deal with COLRv0 (flat color) and COLRv1 (gradient)


Single-image Layer Decomposition for Anime Characters

  • presents a framework that decomposes a single static anime illustration into a manipulatable model
  • discussed as a starting point for artists to eliminate manual segmentation work
  • uses a diffusion-based transparent layer generation model combined with a fine-tuned depth estimator


[video] GPU Texture Compression Explained

  • interview with Ignacio Castaño covering the development of Spark, a real-time GPU-based texture encoder for block-compressed formats
  • explains why GPU-native formats require random per-block access and therefore cannot use entropy-coded formats like JPEG
  • details the challenges of encoding ASTC on mobile GPUs
  • discusses the main practical use cases that emerged for Spark


[video] Slang Shading Language Demo & Single-Source Graphics Pipeline Explained

  • GDC 2026 session showing how Slang modernizes graphics development through generics, interfaces, and first-class differentiable programming
  • presents a demo of Slang-compiled shaders running on current-gen console devkits
  • deconstructs how Slang’s intermediate representation maps to console APIs
  • providing a blueprint for extending the language to other systems


The Future of Path Tracing | Best Practices, Optimizations & Future Standards

  • covering the current state of real-time path tracing, includingShader Execution Reordering, RTX Mega Geometry, DLSS, and RTX Neural Shading
  • presents best practices, optimization strategies
  • previews techniques envisioned for next-generation path-traced visuals


Scaling Game Performance Analysis with NVIDIA Nsight

  • presents how NVIDIA uses Nsight in daily validation systems to analyze many game titles across a wide matrix of environments, catching performance regressions and identifying optimization opportunities at scale
  • walks through concrete examples of real game optimization problems
  • provides a deeper look at the NVIDIA hardware capabilities behind ray tracing and other RTX features


Filling a Vulkan image using only CPU-recorded commands

  • an April 1st experiment exploring whether a Vulkan image can be filled per-pixel using only CPU-recorded commands
  • achieves this by aliasing a VkBuffer and a VkImage to the same VkDeviceMemory allocation and writing through vkCmdFillBuffer


demote_tracker is a commandline utility to visualize demoted graphics card memory

  • a small Win32 command-line tool for tracking GPU memory usage and demoted memory across all running processes on Windows
  • visualizes how much VRAM has been demoted to system RAM


Thanks to Stephen Hill for support of this series.


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