Graphics Programming Newsletter Database

image of presentation of peter shirley
  • The keynote covers the history of computer graphics research (in algorithms, materials) with a focus on techniques used until today
  • Discusses a look into the future by presenting techniques of the past that were not successful with current research
  • Additionally presents how the user base might influence research directions in the future
Graph showing the quatization
  • The blog post visuall explains floating point quantization techniques
  • Presenting 32-bit, 16-bit as well as 8-bit floating point formats
  • Explains the concepts in relationship to LLM models
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  • The talk recording discusses a method for calculating ambient occlusion using stochastic depth maps to optimize ray-traced AO
  • Presents a quality comparison with different resolutions and different test cases
  • Additionally compares against screen space solutions
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  • A collection of links to SIGGRAPH 2024 resources
  • Includes courses, talks, posters as well as open source data releases
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  • The Siggraph presentation presents Frostbites’ shader authoring solution
  • Shows how it allows extensible component replacement, mixing of different implementations, and automatic interpolation logic
  • Additionally discusses what worked well, what still needs to be improved
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  • The blog post announces the release of the geometry for the Call of Duty Warzone map in USD format
  • The dataset contains five million meshes, 28 million primitives, and more than one billion point instances
  • License allows use for non-commercial, academic use
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  • The paper presents a method that converts an SDF into a point cloud
  • Point cloud is then converted into a mesh surface
  • Compares the quality of the new algorithm against existing solutions
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  • The video episode explains how to integrate Mikk TSpace tangent space calculation into the engine
  • Discusses the importance of consistent tangent space authoring for good results