Graphics Programming Weekly 441


On Rendering the Sky, Sunsets, and Planets

  • walks through a WebGPU-based atmospheric rendering system
  • builds the shader step-by-step from raymarching through Rayleigh/Mie scattering, ozone absorption, and optical depth
  • compares a full atmosphere shader against a faster LUT-based approximation for quality and performance


Triangle Tessellation with Clamped Parallelograms

  • revisits Dx11-style hardware tessellation and derives a JavaScript-based implementation
  • uses a pivot-based edge subdivision with clamped parallelogram splitting and mirrored symmetry for crack-free neighbors
  • explains how to distribute interior triangle tessellation while preserving even spacing and visual continuity
  • the various substeps are presented with interactive examples


Precise lighting control in diffusion models by drawing shadows

  • summarizes SpotLight, a 3DV 2026 Laval University project that adds precise lighting control to diffusion-based image generation
  • uses user-drawn 2D shadows as a proxy for light direction and injects them into the denoising process
  • validates the approach on a synthetic dataset and user studies, showing improved lighting control and realism for object compositing


Advanced Shader Delivery expands Public Preview with AMD

  • announces support for Windows 11 with AMD GPUs
  • describes how precompiled shader delivery reduces load times and reduces shader stutter by avoiding JIT compilation


Higher GPU occupancy via timeline semaphores (Vulkan)

  • describes a Vulkan implementation that replaces binary semaphores with timeline semaphores and an implicit resource-driven framegraph
  • treats images, buffers, acceleration structures, and even SSBOs/imageStores as resources with producer/consumer timeline dependencies
  • uses tags to minimize unnecessary waits while preserving correctness across complex pass chains


Kiln: WebGPU-Native Out-of-Core Volume Rendering for Multi-GB Datasets

  • introduces Kiln, a WebGPU out-of-core volume renderer that streams multi-gigabyte datasets into a smaller working space
  • uses virtual texture indirection and compute shader raymarching to support different volumetric rendering modes in the browser
  • includes debug visualizations to inspect LOD, indirection, loading, and eviction behavior


Thanks to Nathan Reed for support of this series.


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