Graphics Programming Weekly 459


Fast blur with animated radius

  • presents Smol Gaussian, a GPU blur that allows for a smoothly animated radius while staying close to a true Gaussian
  • based on downsample-blur-upsampling with variance-aware kernel sizing, cubic B-spline reconstruction, and bilinear weight pairing
  • compares it against other blurs using interactive examples


Vulkanised 2027 and Real-time Shading Language Symposium - Call for submissions

  • Call for submissions is now open for Vulkanised 2027 and the Real-time Shading Language Symposium
  • The deadline for submissions is October 25


Don't throw it all away: Caching an immediate-mode UI

  • describes a GPU tile-based rendering system that hashes per-tile command lists and repaints only changed tiles
  • measured about 20% lower CPU+GPU power usage


Gaussian splats part 3: There’s always a bigger scene

  • describes scaling an Unreal Gaussian splatting renderer past the GPU Scene’s 16M instance limit using indirect instanced draws
  • adds streamed LOD levels selected by screen-space error, async loading, and a fixed memory budget


Growing trees

  • implements a self-organizing tree model algorithm from SIGGRAPH 2009
  • generates bark and foliage cards from the skeleton and bakes depth-field impostors for forest rendering
  • discusses how yearly growth is simulated


Curled Noise - warping UV space

  • continues the Godot procedural GPU patterns series by warping UV coordinates with curl noise
  • explains how to apply the chain rule so derivatives stay correct after arbitrary UV warps


glTF Research Scenes

  • provides glTF 2.0 adaptations of common graphics research scenes
  • ships core and extended variants per scene, with conversion metadata and documented limitations


Demystifying Spherical Harmonics: An Optimization Approach

  • reframes spherical harmonics as a linear least-squares approximation of a spherical function
  • derives fast L1 projection coefficients using spherical averages instead of explicit regression
  • warns that common graphics use cases often violate the assumptions of these approximations


BVH Encoding for Neural-Assisted Ray Tracing

  • proposes BVHCode, an input encoding for neural networks in ray tracing that stores learnable feature vectors in BVH cut nodes
  • encodes a point by fetching its cut node’s bounding box and bilinearly interpolating corner feature vectors


[video] Transparency & The Screen Texture | Godot Shader Basics 04

  • explains standard alpha blending and Godot’s mix, add, subtract, multiply, and premultiplied-alpha blend modes
  • contrasts blending with alpha clipping, which discards pixels below a threshold for crisp cutouts
  • demonstrates screen-space dithering as a way to approximate semi-transparency using clipped pixels


Thanks to Nia Bickford for support of this series.


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