- the paper introduces a new method for Mip level selection, including anisotropic filtering in a raytracer
- presented technique is not based on screen space derivatives
- extends the technique to apply to textures with different dimensions
- shows how ray cones can be used to select LOD for shading too
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/MipForRaytracing.png)
- the article presents an introduction to Gamut Clipping (mapping colors outside of the target color space back into valid colors)
- presents different approaches for mapping techniques
- shows how to apply these for the Oklab color space and presents comparisons of the results
- code is provided
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/sRGB_gamut_clipping.png)
- first part of a three-part series that focuses on optimizing a CUDA workload
- articles present the methodology, how to use the Nsight provided information to iteratively optimize the application
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/Memory-workload-anaylsis.png)
- the article presents how to reduce memory usage of bottom level acceleration structure (BLAS)
- instead of using placed resources for each BLAS, it’s recommended to sub allocate from one larger structure
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/NVIDIADXR-625x423.png)
- the Unity video tutorial shows how to implement rim lighting (an effect that only applies to the edges of a model)
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/RimLights.png)
- Video lectures for the Introduction to Computer Graphics Course at the University of Utah
- more classes will be released over the next few weeks
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/IntrotoGraphics00.png)
- the paper presents a deep neural network to generate signed distance functions using a fixed network and sparse oct-tree
- the network also generates the level of detail representations
- shows real-time reconstruction and rendering with ray tracing
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/neural_sdf_arch.png)
- the article presents an overview of UV mapping
- showing different mapping techniques, problems, and uses cases
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/uv_packing.png)
- updated tools adds support for inline raytracing and capturing applications that are not frame-based
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/nsightUpdate.png)
Thanks to Bruno Opsenica for support of this series.
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