Graphics Programming Weekly 453


DLSS 5: Generative Neural Rendering

  • presents DLSS 5 as a real-time generative neural rendering stage that complements rendering with learned visual expectations
  • introduces 3D-guided neural rendering using a one-step pixel-space diffusion model conditioned on rendered frames, motion vectors, and temporal state


What happens when a GPU writes memory

  • follows a single store instruction through the RTX 4090 memory hierarchy from warp to DRAM
  • details coalescing, write-through L1, L2 dirty masks, replacement policy, and the 8-dirty-line cleanup rule
  • addition since last week about visibility fences and explaination when writes become visible


A Generalizable Light Transport 3D Embedding for Global Illumination

  • proposes a 3D light transport embedding that predicts global illumination from scene configurations without ray-traced cues
  • represents scenes as point clouds and uses a transformer to encode global point interactions into neural primitives
  • demonstrates diffuse GI prediction across indoor scenes and shows adaptation to irradiance estimation, glossy radiance fields, and path guiding


Substrate Subsurface Scattering - Unreal Substrate - Episode 5

  • video covering the implementation of subsurface scattering in Unreal Engine using the Substrate material system
  • covers the core Substrate inputs SSS MFP and SSS MFP Scale and demonstrates the workflow on a grape model
  • shows how to author a scatter mask and pack it fur usage with the system


Voronoi Fragmentation of a Mesh

  • presents a method for shattering convex meshes into Voronoi shards by clipping against perpendicular bisector planes
  • explains the geometric fundamentals, clipping, and how the convexity assumption
  • additionally includes an interactive demo


Animation in Bevy: The Big Picture

  • presenta how animations GLB models are played in Bevy
  • explains the interactions of the various components required


I Built Raytraced Audio for Godot

  • introduces a raytraced audio toolset for Godot that provides spatial audio, reverb, muffling, and ambience
  • explains how to set up the World node, assign materials
  • covers how to use ray-bounce visualization


Thanks to Marius Horga for support of this series.


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