- slides for the layered real-time shading model discussed in issue 38
- using a statistical analysis of light transport in layered structures
- a visual explanation of the statistical analysis framework
- presentation of results, comparison against stochastic references and discussion of limitations of the technique
![beetle.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/beetle.png&key=81f0db9584ed0d88bed0d3ea7566587bbaf806887c6e50693e2a50f03d87307a)
- slides for the technique discussed in issue 45
- explanation of problems with linear blending
- how contrast-preserving blending is able to mitigate some of these problems
- presents a histogram-preserving blending algorithm that has many use cases besides the introduced procedural texturing technique
- whenever you blend
- weighted data: use premultiplied blending
- data chosen randomly: use histogram-preserving blending
![hpg2018_teaser.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/hpg2018_teaser.png&key=4f57e0cb94c05dce677fec0f2f10b295974c3824cef9b3cc1c7b201842c8e3ea)
- video discussing a fully automated UV unwrapping tool
- explains all steps of the pipeline that tries to find the best projection technique for local parts of the model
- tool available for licensing
![uw_unwrap.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/uw_unwrap.png&key=32bc209026b53b8c8e1df7bc13c5ad85b15aa42278743e0b7d743f1f7b98d513)
- added pixel history view for D3D12 and added support for support for Vulkan ray trace extension
- new GPU trace activity view visualizes the GPU utilization in more detail
- provides a breakdown of wrap level activity, connected to events and performance markers
![nsight.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/nsight.jpg&key=c76d3e534cbda96f1cb20faa8183a8382af5feea9636bd36c256488787620982)
![pica_pica.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/pica_pica.png&key=ffac210782997f7cbecd5edc7811958ccc6b6dfe33f76c312d52d976093e34e1)
- comparison of 3 techniques to generate blue noise
- visual quality comparison of three methods to generate blue noise
- the void and cluster technique produces the best results in the test
![blue_noise_90.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/blue_noise_90.png&key=6ceffecf466d7ae0d357ad96c3a8d9e368c2460cab50bfeb2f85ff307aed3051)
- integration of spherical harmonics over spherical polygons
- using a closed form expression with linear cost
- shows applications for area lights and approximating shadows from area lights
![sh_integration.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/sh_integration.png&key=6d3229ca5b5de6c17e144d4ad78abce35f5d7158d797e5870f583f4184b7e9cb)
- Nvidia open sourced the MDL SDK (Material Definition Language)
- set of tools that allow materials to be shared between different renderers
- can generate texturing functions for multiple backends; however the GLSL backend is NOT part of the open source release
![mdl.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/mdl.jpg&key=83a0e6558a1c764f5e4d80012120dd386a4d8c3b37979f1e36e82a7c452a4923)
slides and video for the “Introduction to DirectX RayTracing” track from Siggraph 2018 have been released
![introDxrTeaser.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/introDxrTeaser.png&key=f4856f5409cdc6240ae6181280e931eb16aa422390a6705e77bdca868f4f013b)
- the pdf version of the Ray Tracing Minibooks series has been released for free
![ray_tracing.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/ray_tracing.png&key=99addb770fb8b5921a321447226cd036b0e22e0401d02442f99d1d33838ce571)
- new GPU architecture from Nvidia
- dedicated ray tracing hardware
- volta cores have int8 and int4 support
- support for variable rate shading
![turing.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/turing.jpg&key=b74347585e93dc027ebc62be4edc4f411002b502e0bea5c4a6220ba6f021e851)
- list of author’s favorite papers with a brief summary of the content
![siggraph18_summary.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/siggraph18_summary.png&key=50d94b4fc254ef5524e60912fe199e5e66aab40757c7708637747b7db6bd3302)
- slides for the Siggraph course about the fundamentals of color science and color management for games and film
![color_science.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/color_science.jpg&key=7dc7ed81f508e1e55a8aec2f347fa13b55acb529d3c7c8c04215f7fac10171f4)
- slides for the Siggraph course
- provides an overview of all API interfaces required to render 3D meshes
![vulkan.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/vulkan.png&key=0f574651fbf5060eed0c808fea1583ab03b99e925411cd9314ae35c510fcb8ab)
- fully vulkan 1.1 compatible
- support for VK_EXT_conditional_rendering, VK_KHR_8bit_storage
![vulkan.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-52/vulkan.png&key=0f574651fbf5060eed0c808fea1583ab03b99e925411cd9314ae35c510fcb8ab)
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