Weekly curated roundup of graphics programming topics covering neural render proxies for differentiable relighting, adaptive k-d tree path guiding, bandwidth-optimized BVH for hardware ray tracing, the Slughorn open-source GPU curve rendering library, implicit-surface meshing pipelines, a real-time graphics engineer learning path, meshoptimizer v1.2 release highlights, the Slang shader language with automatic differentiation, and a MaterialX history and ecosystem overview.
Table of contents
Neural Render Proxies for Interactive and Differentiable LightingIllumination-Aware Spatial Subdivision for Path GuidingMemory-Efficient BVHs with Merged Nodes for Hardware Ray TracingSlughorn, MIT-licensed GPU-agnostic Slug font/glyph rendering library for OpenGL/OSG/Vulkan and all GPU-driven graphics APIsPlease Steal my Meshing Algorithm IdeaWhat To Learn To Be A Real Time Graphics Programmermeshoptimizer - v1.2[video] Slang: Bridging Graphics and Machine Learning[video] MaterialX: The Past, Present and Future of Portable Materials199 Impressions