Graphics Programming Weekly 457


How to blur images at 20,000 FPS (or 50 microseconds)

  • presents image blurring techniques from 2D box blur to separable Gaussian and dual-filter techniques
  • explains how separable convolution, bilinear sampling, and down/up-sampling reduce the workload
  • compares the quality and speed trade-offs


Adjusting animation speed

  • presents a shader tutorial on adjusting animation speed
  • covers timing controls and interpolation
  • includes an interactive example to experiment with the code


Meshoptimizer - v1.3

  • introduces version 1.3 of meshoptimizer
  • adds an experimental voxel remesher, automatic normal generation, and new simplification options
  • stabilizes permissive simplification and improves decode, meshlet, and cluster-LOD performance


Value Noise Derivatives - smoothly curving surfaces

  • extends the Godot procedural GPU patterns series by adding derivatives to value noise
  • derives smooth and smoother blending functions for continuous first- and second-order derivatives
  • shows how to use it for normals and vertex displacement


ADLX 2.0: Extending graphics control to AI agents and agentic apps

  • introduces ADLX 2.0 with AI extensions for AMD graphics hardware control
  • provides Python bindings and Model Context Protocol (MCP) servers for AI-agent integration
  • enables applications to query GPU telemetry, change settings, and tune performance


Encoding Render Targets for Free with Tile Shaders

  • shows how Spark codecs can encode render targets directly from Metal tile memory
  • presents a tile-shader setup using a memoryless RGBA8 attachment and one thread per 4x4 block
  • reports performance results compared against separate compute passes


How do I choose a text rendering algorithm between SDF, MSDF, Slug, Texture Atlas or Rive?

  • compares GPU text-rendering methods such as SDF, MSDF, tessellation, and Slug
  • explains the Slug method of working directly from Bézier outlines in the fragment shader with no atlas


OpenDLSS-NR

  • presents a Vulkan reimplementation of NVIDIA’s DLSS 5 Neural Rendering network
  • reproduces the same 71-block Swin/ViT architecture and is bit-exact against the original
  • includes GLSL and PTX kernels and a browser-based WebGPU port


What Happens When SSS Meets Blue Noise: Super-Exponential Light Transport

  • discusses subsurface scattering driven by a blue-noise distribution
  • explains that classical exponential light transport breaks down in this scenario
  • introduces a super-exponential light-transport model


Thanks to Nia Bickford for support of this series.


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