- the final part of raytracing series
- presents what denoising techniques are and why they are required
- presents a comparison in multiple scenes, explaining how neural network technique is trained
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/denoising.png)
- the article presents an overview of the Nvidia GPU architecture and how they developed over time
- shows changes done to the hardware, discussing the strengths and weaknesses of the design
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/turing.png)
- presents a technique that combines singed distance fields and ray marching to render static volumetric clouds
- the signed distance field is used to only use ray-marching once inside the cloud volume
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/volumetric_clouds.png)
- the paper presents how to apply the monte-carle methods to geometry processing
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/monte_carlo_geometry.png)
- the paper presents an overview of ray sorting techniques and introduces a new method for ray sorting of secondary rays
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/ray_sorting.png)
- this paper presents the results of testing done into human perception, comparing test-cases for perceived quality differences between resolution and framerate
- proposes a model for prediction to enable an application to dynamically adjust framerate and resolution based on the findings to achieve the highest perceived visual quality
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/visual_model.png)
- the Video presents an overview of a shader technique implementing the behavior of leaves in Animal Crossing
- this technique is based around storing individual pivots for multiple leaves and applying dynamic effects based on this
- implementation with blender and Godot is shown
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/wobbly_leave.png)
- the author presents his view on WebGPU for use in native applications
- showing why it could be an excellent offer for many types of developers if it can deliver on its promises
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/web_gpu.png)
- collection of resource links to presentations, papers and articles focusing on the details of GPU architectures
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/rendering_pipeline.png)
- a brief overview on how to get started with CUDA
- programming model and required components
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/cuda_getting_started.png)
- a tool to generate meshlets for use with compute based culling algorithms or mesh shaders
- explains the difference between Bounding Spheres and Visibility Cones and how to use them for culling parts of meshes more efficiently
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/suzanne_meshlets.jpg)
Thanks to Jens Hartmann for support of this series.
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