- database with articles that were previously covered in Graphics Programming Weekly
- central location that aims to make it easier to discover/rediscover graphics programming information
![article_database.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/article_database.jpg&key=971b74d33ff9d1f82aaf5e66b3f34390f52a0827e455aff227352224f43aa6af)
- open source release of the Basis Universal texture codec
- similar compression as .jpeg but allows textures to stay compressed on the GPU
- transcode from a common format into compressed GPU formats at runtime
![Binomial_Universal_textures.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/Binomial_Universal_textures.png&key=8461da90166e33bda4121521d271faba5352755b0dabc125a1450c2addb5c496)
- collection of VFX tweets of the week
- tutorials, demos, and showcases of great looking effects
![technically_art_19.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/technically_art_19.png&key=c2cea172e1d072e219649c05d891002c2b71fac1397107c183179c80861366b5)
- presents the GPU based light mapper implemented in Unity, based on Radeon Rays
- how to design for GPU occupancy and efficient cache usage
![lightmapper.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/lightmapper.jpg&key=df671d0046d52039afb1efa1603be4189d7ac6037416ab545a843402c395f31f)
- overview videos of the hair rendering in Frostbite
- later parts will contain details about the implementation
![frostbite_hair.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/frostbite_hair.png&key=10082a00cbda9ac56aba9ac85fb8f84a09fdf09cd888f98656117ae550fa0b73)
- master thesis trying to answer if raytraced real-time ambient occlusion is a viable option for games
- providing path tracing theory, an overview of implementation (Vulkan)
- presents the theory behind ambient occlusion
- comparison for performance and quality with existing real-time techniques
![thesis_ao.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/thesis_ao.png&key=1bd6935d31b446a7bb4fc3b3286eef346076025a196697c5d6a9a63607fab362)
- proposed antialiasing technique combines rasterization with ray tracing
- uses ray tracing to collect extra samples when information from previous frames is not available
- run FXAA on the fast moving parts on the edges of the screen to reduce cost
- Microsoft GDC 2019 presentation about variable rate shading (VRS)
- presents the history of techniques and what problems VRS is designed to solve
- how VRS works
- introduction into the API
- how it performs on Intel hardware
- results by Firaxis in Civilization
![Variable_Rate_Shading.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/Variable_Rate_Shading.png&key=d51e2524a63abd7d153ed2c83bf47231df6594990d535caec470f4d043251620)
- presentation video recordings have been released
- a large variety of topics are covered
- VFX, modern rendering features for 2D games, layer materials, raytracing, color management, Vulkan and many more
![unreal_fest.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/unreal_fest.png&key=7cc568e92b7c76a8cafb4052fc99355874613b488ccad1c0e26be6fa526f821f)
- a new skinning algorithm that removes the need for iterative calculations from delta mush skinnings
- the algorithm aims to reduce the manual skinning requirements
- quality comparison against existing skinning techniques
![DirectDeltaMushSkinning.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/DirectDeltaMushSkinning.png&key=1acc32d8fa967858870f4f763c18a359e59d048d9ca93b803ebaabc302f4638c)
- a master thesis that demonstrates how to use multiple GPUs with Vulkan
- comparison of sharing work by dividing the screen or recomposition of rendering results
![multi_gpu.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-86/multi_gpu.png&key=4555d1a7ef314d8ad42c81eb33f57b443c71f39a3ee13cb754632a32b396331f)
Thanks to Jhon Adams for support of this series.
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