- a mathematical framework for more consistent layering of bump/normal maps using linear surface gradients
- shows the problems with reliance on vertex level tangent space in existing techniques
- how to express existing methods in the new framework
- including source code
![botd_rock_detail.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-102/botd_rock_detail.png&key=76f0338deaaa6de2109941ab8fd641bd4ccf79abdc0395324fe00c4c27b90d8b)
- high-level system discussion of a retro GPU emulation implemented in Vulak compute shaders
- implementation details are discussed in the presentation
- using Subgroup and async compute for further optimizations
![span_equations.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-102/span_equations.png&key=4ecaf95acc6210341067d820ac9bc7bfe1859451994b5c0ac50b5baec6584cb4)
- new RenderDoc version allows explicit GPU playback selection
- improved SPIR-V reflection, performance improvements
- more extensions and feature levels supported for Vulkan and D3D12
![render_doc.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-102/render_doc.png&key=ad4db21b572609581a37fcf739c302c31f4508e7964aa1eba1d303883f58c1db)
- proposal of approach for rendering layered materials
- layers are defined by anisotropic NDFs on varying tangent vector fields
![layered.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-102/layered.png&key=9d730021d7a2ae6438a12d98b9f05a1bd383eaca447f348117512bea705c1fa4)
- the post describes the perspective from Stardock on D3D12/Vulkan vs. D3D11
- new possibilities but also many more problems
- performance improvements with D3D12 need to be balanced against the higher QA costs compared to D3D11
![soc_release_ss2.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-102/soc_release_ss2.png&key=235d1ff683407ce5eac61ca0175e29c07791bed97c10c15d89289e435b4edb41)
- proposes a real-time solution to rendering unstructured point clouds
- combination of temporal reprojection, random point selection, and GPU vertex buffer shuffling
![point_set_rendering.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-102/point_set_rendering.jpg&key=9dcbc0f4784bd9956dcec774b90ac7ef83c85b27fba3da72d8bc74016084bfc1)
- provides an overview of the foundations of denoising techniques
- expands pon the basics to explain how more complex schemes are constructed
- how to consider denoising as a building block for several different problems
![denoising.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-102/denoising.png&key=190c866a5fb9527e8174b511704dca84c8d8e244b3b00c069cdc17df0e8847d8)
Thanks to Graham Wihlidal for support of this series.
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