Graphics Programming Weekly 451


Variable rate ray tracing in call of duty: modern warfare 4

  • presents a system for reallocating rays more efficiently
  • built around supersampling where temporal history is missing, undersampling with temporal reconstruction in stable areas, and a load balancer to keep a fixed ray budget
  • provides a discussion of the basics
  • discusses implementation details such as reprojecting the random-sequence index, per-texel rejection weights, and bucket-based load balancing


Adaptive tessellation and subdivision

  • SIGGRAPH 2026 Advances talk on adaptive tessellation and Catmull-Clark subdivision surfaces
  • introduces clamped parallelogram tessellation as an alternative to hardware tessellation
  • Describes a compute-based adaptive tessellation pipeline with a feature-adaptive Catmull-Clark evaluator that uses analytic patches


Upgrading pssr on playstation5 pro

  • covers the upgrade process to PlayStation Spectral Super Resolution since the initial release
  • explains the limitations of the launch Color Predicting Network approach
  • presents the advantages of Kernel Predicting Network in terms of quality and training process


What happens when a GPU reads memory

  • follows a single global-load instruction on an RTX 4090 through the full memory hierarchy, from warp registers to RAM
  • explains the internal mechanics of each stage, including address translation, L1/L2 set indexing, and row activation
  • includes simulation of memory traffic timings


MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12

  • announces a new release of AMD’s open-source library for GPU-accelerated Multi-Layer Perceptron (MLP) inference and training on D3D12
  • migrates from Cooperative Vectors to the D3D12 Linear Algebra Matrix API in Shader Model 6.10
  • adds input encoding for neural texture compression and a new interactive example for training to represent a texture


2D Grass Rendering with WebGPU Compute Shaders

  • full walkthrough of a procedural 2D grass renderer, which treats grass as an image generated by two compute passes each frame
  • discusses the implementation that allows generation from a hash with no persistent state, using a density texture and a wind/velocity field
  • covers generation, simulation, and shading
  • includes a live browser demo plus the complete shader source


Thanks to Marius Horga for support of this series.


Would you like to see your name here too? Become a Patreon of this series.