- in-depth discussion of color spaces
- shows how the color response curve influences which color absolute values are referring to
- explains how to match colors between different color spaces
- how to represent color spaces visually
- what negative color values represent
- defines the standard CIE XYZ and RGB color space and how they have been defined relative to human perception capabilities
- look at the sRGB color space related to all the information covered in the article
![color_spaces.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/color_spaces.png&key=3679ff70d77c61eb03d19a8f00e15f12858bff59f99487e6496bf1810e4fd17c)
- whitepaper explains how to enable GPU assisted validation
- how it is implemented, performance implicatications
- what issues it is a ble to detect and known problems
![vulkan.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/vulkan.png&key=e319a5205289ef4c4981cd62c578e6daa57a2504f5801db1b0e653e6690f5f54)
- walkthrough of two algorithms for forward culling techniques
- stream compaction and flat bit arrays
- presents how to implement scalarazation to reduce atomics overhead and achieve higher occupancy
- presents performance comparisions of the approaches with lights and decals
![bistro_heatmap-1.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/bistro_heatmap-1.png&key=7b0fc26071c49e5d5775b3316c29a25b92535f41720be8b330dcb96bf529f362)
- presents multiple approaches to calculate MIP mapping textures when using raytracing
- includes performance comparisons for the different methods
- DXR shader implementation of the RayCones mip selection algorithm
![cone.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/cone.png&key=65b1eada788f5793170518fbd9c5f2fdf528e648997c69c12b628cac2f1617e9)
- explains how to use GPU instancing
- to render health bars for individual objects
![healthbarsdemo.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/healthbarsdemo.png&key=7713f10e1c0ca87b216a6c19309b7f91434441c58844aef20874b494d5f37eda)
- implementation walkthrough of the OpenGL Scalable Ambient Obscurance (SAO) algorithm
![SAO6_Lo.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/SAO6_Lo.jpg&key=460284f15e25c1f4a576f6865392d8787a2d5eb40cc7ed1000eb33841aeb7bdf)
- shows how to implement a parallax effect in the pixel shader
- allows the appearance of depth in materials that is not backed by actual geoemtry
![parallax.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/parallax.png&key=c90694d44c83dc32fce73ea873d375ccbc2c144962781364f28fe9e8323256a6)
- Vulkan extension that exposes NVIDIA Tensor Cores on Turing GPUs
![turing.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/turing.jpg&key=2e700a2e7e1faadb7d67df5483a20cd29debc38da7e6997cafbd50e6ae5b7018)
- video, author presents his approach to reducing of tiling artifacts in terrain textures using a height based approach
![stochastic_texturing.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/stochastic_texturing.png&key=71f36783127f1b0fb065922183128c20f0ed4835544548daaa40fc2b11f5395b)
- great visual explanation of Convolution Integrals
- many examples that allow to gain a visual understanding of filters commonly used in computer graphics
![filtering.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-74/filtering.png&key=8d098b58fadee4155be00f6242d3676e7645b50edf15afc3ebb2b8a6eabd00b7)
Thanks to Vivitsu Maharaja @vivitsum for support of this series.
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