- explains what variable rate shading is and what use cases it enables
- a control texture allows varying of the shading rate on a 16x16 pixel grid
![VRS_SRS_LUT_RT_New_02.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/VRS_SRS_LUT_RT_New_02.png&key=763fb0ffd6f5a03c5d3545c146aaa18e370a0af44707903dfd3b24561ba62d52)
- explains the recent developments in VR headsets and how Turing offers new hardware solutions
- extensions that allow rendering up to 4 different views, with view-dependent attributes using a single invocation
![ultra_wide_fov.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/ultra_wide_fov.png&key=c8c6df0d935e9c20f46a7b48fa3b3d1df99f2909c398379853716ae46248080a)
- a new encoding method for Spherical Gaussians that improves quality from previous encoding methods
![irradianceMCIS.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/irradianceMCIS.png&key=628e3ae4b25735be9139120ad40e64eea3b532d0b59e399248d0ec54c2c3697f)
- presents a high-level overview of how to implement interior mapping
- comments have much information about the timeline of games that used similar techniques
![interior_mapping_lights.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/interior_mapping_lights.jpg&key=101d9cdc38aee05612829ff0b58363760bf84e4606fcb2e3301f517b119fab8a)
- discusses a technique to generate instanced geometry procedurally on the GPU using OpenGL compute shaders
- aimed at filling vast streaming worlds that are broken down into tiles
![instancing.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/instancing.png&key=e876577e17219f26e5f50577694a9a796a390957889f6e0b8b95c95dae0ccd76)
- new stream coding series about the creation of a Vulkan renderer from scratch
- the first two episodes implement rendering of a single triangle on screen
![vulkan.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/vulkan.png&key=cf8a83fafd4d2ecf77d1e3c8a724fa3a933a4255b82799e9741c5a9057213724)
- pre-print of an article that will appear in GPU Zen 2
- implements adaptive tessellation using OpenGL 4.5 compute shaders
- source code: https://github.com/jadkhoury/TessellationDemo
![compute_subdivision.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/compute_subdivision.png&key=a5eb66f08c3eb3d73d3aa22aa8d799db2c243353d0dab1975423a14ec993ed62)
- Twitter thread discussing Raw vs. Typed buffer performance on Claybook
- suggest using raw buffers if supported
![sebastian_aaltonen_on_twitter.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/sebastian_aaltonen_on_twitter.png&key=0ee586885e13296d2a8dc504c20a194b38c318d6357dd2a378472acc4f096729)
- overview of new features included in CUDA 10
- Multi-Precision Tensor Cores are exposed on Turing
- CUDA Graphs allow the specification and recording of an execution graph that can be executed multiple times, this reduces overhead and allows the compiler to apply further optimizations
- interoperability with Vulkan and D3D12 is supported
![cuda.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/cuda.png&key=b2275c6cceccf7d59bb1dc16eda2e022cc31020da3f78bcba023fffa3df868b0)
- extends the Metal raytracer with obj model loading
- a simple diffuse BRDF implementation, including frame accumulation and shadows
- provides a Mitsuba test scene
![diffuse_brdf.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/diffuse_brdf.png&key=a8ac56603d0b79733f8835500d0e1a54cf44a40e0fce37002a09b50f78731ab0)
- walkthrough of the geometry pipeline on current GPU architectures and how mesh shaders fit into it
- description of an upgrade path to mesh shaders
- look at possibilities of future use cases
- updated post now includes SM warp-issue-stall metrics
- previously discussed in issue-26
![nvidia_performance.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/nvidia_performance.png&key=268967ae2467ab866a32456a253bb8c3937ff734505fe0ae2f156da3b837cd4c)
- summary of resources for graphics programmers to study and keep up-to-date with the graphics programming community
- a tutorial that shows how to implement a custom rendering pipeline in Unity
- implements skybox rendering, culling filtering, sorting and rendering of unlit objects
- how to improve memory usage and better integration with the Unity frame debugger
![render_pipeline_unlit_unity.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/render_pipeline_unlit_unity.jpg&key=578e5e899ec6f73122686405e9dfbdbf372c92b0d56a963320260bdf9277d36c)
- Unreal released the tech talks from SIGGRAPH 2018
- Virtual Production in Unreal Engine 4.20, Mixed Reality Production with Unreal Engine, Fortnite: Advancing the Animation Pipeline, Real-Time Motion Capture in Unreal Engine
![unreal_logo.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-56/unreal_logo.jpg&key=553e3214d65cc8f5e4ad3bf378d47b92242f84d9398325ce155f17d8c80c7538)
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