Graphics Programming Weekly 450


[video] Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs

  • traces the evolution of graphics APIs from OpenGL to D3D12, Vulkan, and Metal
  • highlights the complexity bottleneck of modern APIs, including driver overhead, pipeline state object (PSO) stuttering, and resource-heavy barriers
  • proposes an alternative design utilizing a simple GPU memory model, pointer-based bindings, as well as simplified hazard tracking


Introducing Triton: DirectX 11 driver for QEMU

  • introduces Triton, a user-mode driver and kernel-mode driver that brings D3D11 support to QEMU virtual machines
  • details the architecture that performs a reverse transform from DDI back to custom DirectX 11 API calls to reuse the existing protocol
  • discusses host renderer integrations on macOS, including DXVK with MoltenVK, DXMT (D3D11 to Metal), and Apple’s D3DMetal framework


Moving Mobile Graphics

  • A collection of course notes and slides for the “Moving Mobile Graphics” SIGGRAPH course series
  • The edition features talks on mobile GPU architecture, neural supersampling and denoising, GPU-driven rendering, and dynamic global illumination on mobile


Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles

  • introduces parametric mappings that send concentric circular contours on a disc onto Fernández-Guasti squircles on a square
  • discusses applications like squircle-to-squircle morphing animations and easily tunable warping effects


GPU view-adaptive crack-free subdivision of Bézier surfaces

  • presents a recursive, view-adaptive subdivision method for Bézier surfaces using GPU work graphs
  • represents sub-patches in a memory-efficient 8-byte quad-tree representation
  • achieves crack-free, watertight surfaces using independently generated wedge triangles along shared boundaries at mismatched subdivision depths


[video] Substrate Light Reflectance - Unreal Substrate - Episode 2

  • provides a technical breakdown of light reflectance within Unreal Engine’s Substrate material system
  • details how traditional Base Color, Metallic, and Specular inputs map onto Substrate’s Diffuse Albedo, F0, and F90 inputs
  • demonstrates how to reconstruct automatic specular guardrails using Lerp nodes to blend parameters based on metalness


[video] Perlin It In a Minute!

  • step-by-step guide on implementing Perlin Noise in C++ for generating terrain heightmaps
  • demonstrates using GLM’s Perlin function to calculate gradients and blend values
  • details key terrain parameters, including octaves, lacunarity, amplitude, random seeds, and normalization


[video] Beyond simple geometric algebra | Geometric algebra episode 15

  • explores mathematical extensions of Vector Geometric Algebra (VGA) beyond standard quadratic squaring rules
  • introduces Projective Geometric Algebra (PGA) alongside meet and join operations for expressing intersections and spans between shapes
  • details how PGA models translations as linear transformations using points at infinity, simplifying complex intersections


[video] Low-Level Graphics in C – Pixel Manipulation and Frame Buffers

  • An introduction to low-level systems programming in C using the SDL3 library
  • Walks through project setup, window initialization, custom setting of individual pixels, and implementing advanced animations like the classic Doom fire effect


Adding Native Gaussian Splatting Support to Three.js

  • details the addition of native Gaussian Splatting support to Three.js, utilizing WebGPU and Three.js Shading Language (TSL)
  • outlines a layered architecture of the implementation
  • presents a GPU-based counting sort combined with view-dependent color rendering through packed Spherical Harmonics


Thanks to Graham Wihlidal for support of this series.


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