The GPU Zen 3 book is out, perfect timing for the Holiday Season! https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques/dp/B0DNXNM14K
So many fantastic-looking articles!

Together with my teammates, we have also contributed a chapter: "Differentiable Graphics with Slang.D for Appearance-Based Optimization".

Amazon.com

Data-driven techniques like numerical optimization, stochastic gradient descent, and differentiable programming are taking over computer science.
Real-time graphics were relatively slow to adopt, partially because of tools. HLSL is not PyTorch, and you don't want to rewrite all your BRDFs in Python.
Fortunately, you don't have to! With Slang, you can differentiate your existing shader code. And it's getting a lot of attention, including recent Khronos adoption: https://www.khronos.org/news/press/khronos-group-launches-slang-initiative-hosting-open-source-compiler-contributed-by-nvidia
The ability to compute a gradient of a shader function is not enough to make differentiable programming easy. SGD works great in over-parametrized settings, such as neural networks, but it requires a lot of know-how on avoiding local minima, exploding gradients, and dealing with non-convex problems.
Khronos Group Launches Slang Initiative, Hosting Open Source Compiler Contributed by NVIDIA

The Khronos Group has announced the launch of the new Slangℒ…

The Khronos Group
This motivated our article, where we explain SGD and optimization from grounds-up, show some possible pitfalls, how to deal with them in practice, and how Slang can help make your existing shader code work in data-driven pipelines.
To make it relatable and practical, we show three non-neural-network applications.
One is automatic computing Jacobians of variable transformations common in Monte Carlo integrals.
One is a surprisingly superfast BC compressor that uses SGD.
Finally, the last application replaces analytical material texture mipmap generation (such as LEAN or Toksvig) with a data-driven approach.
The data-driven approach can work for any BRDF, does not require lossy approximations, and can model spatial effects and relationships. Approaches like Toksvig specular AA only modify roughness. By comparison, we automatically compensate for the loss of sharpness and modify diffuse and normal maps!

We provide the source code (in various languages - with Slang, you can stay in shaders, engine's C++ code, or use the Python ecosystem)!

We hope you find our article helpful and inspiring to explore the data-driven computer graphics future.:)
So go and get the book! https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques/dp/B0DNXNM14K

Amazon.com