Graphics Programming Weekly 437


Modern rendering culling techniques

  • covers the main culling techniques used in modern real-time renderers, grouped by category
  • explains distance, backface, frustum, occlusion (Hi-Z, two-pass GPU-driven approaches), and meshlet-level cluster culling
  • discusses how techniques work together and when to apply each one


Multi-Threading & Mutation

  • The author argues that the key to writing scalable multi-threaded code is minimizing synchronization by bucketing mutations so each thread writes to non-overlapping memory regions
  • explains how single-threaded APIs that implicitly combine mutations and reads obscure write ownership and make it hard to safely parallelize later
  • demonstrates how to design APIs to eliminate synchronization entirely for many workloads


Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method

  • introduces a screen-space refraction method that replaces ray marching with Newton’s method for root finding
  • achieves rapid convergence in only a few iterations, reducing per-pixel cost compared to standard ray-marching approaches
  • also applies the technique to refracted light rays to accelerate screen-space caustics


ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing

  • presents algorithmic improvements to ReSTIR PT that improve performance
  • introduces reciprocal neighbor selection to halve spatial reuse cost, footprint-based reconnection criteria for more robust shift mappings, and duplication maps to reduce spatiotemporal correlation
  • further improves quality by unifying direct and global illumination into the same reservoirs


Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction

  • addresses a core limitation of 3D Gaussian Splatting (3DGS), where high-frequency surface details require a large number of primitives
  • augments each Gaussian primitive with a lightweight MLP that models Gabor-like color patterns
  • This allows a single primitive to capture sharp color transitions and texture detail
  • introduces a frequency-aware densification strategy that prunes and clones primitives based on frequency energy mismatch


[video] Behind The Scenes of the Anvil Engine

  • a series of videos presenting a look at the technology of the Ubisoft Anvil Engine
  • contains a developer’s perspective to provide insights
  • presents GI, micropolygons, weather simulation, and how to handle large worlds


Thanks to Jasper Bekkers for support of this series.


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