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title: Graphics Programming weekly - Issue 336 - April 21st, 2024
description: The post discusses transforming non-differentiable rasterizers into differentiable ones, introduces isotropic distribution of visible normals for GGX-Smith,...
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[Jendrik Illner](https://daily.dev/sources/jendrikillner)

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# [Graphics Programming weekly - Issue 336 - April 21st, 2024](https://api.daily.dev/r/Ya4nkhWIO "Go to post")

The post discusses transforming non-differentiable rasterizers into differentiable ones, introduces isotropic distribution of visible normals for GGX-Smith, and explains object space shading based on per-half-edge texturing.

[#graphics-programming](/tags/graphics-programming "Check all #graphics-programming posts")

Apr 22, 2024•2m read time•From [jendrikillner.com](https://api.daily.dev/r/Ya4nkhWIO "jendrikillner.com")

[![Post cover image](https://media.daily.dev/image/upload/f_auto,q_auto/v1/posts/8184f049eaacd3d923168a1d59dd9989?_a=AQAEufR)](https://api.daily.dev/r/Ya4nkhWIO "Go to post")

Table of contents

[Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation](https://api.daily.dev/r/Ya4nkhWIO "Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation")[VNDF importance sampling for an isotropic Smith-GGX distribution](https://api.daily.dev/r/Ya4nkhWIO "VNDF importance sampling for an isotropic Smith-GGX distribution")[Colour Science Precis for the CGI Artist](https://api.daily.dev/r/Ya4nkhWIO "Colour Science Precis for the CGI Artist")[Real-time Seamless Object Space Shading](https://api.daily.dev/r/Ya4nkhWIO "Real-time Seamless Object Space Shading")[\[video\] Terrain Tessellation Shaders // Terrain Rendering Episode 13](https://api.daily.dev/r/Ya4nkhWIO "[video] Terrain Tessellation Shaders // Terrain Rendering Episode 13")[\[video\] An Optimisation 6 Years In The Making](https://api.daily.dev/r/Ya4nkhWIO "[video] An Optimisation 6 Years In The Making")

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