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We recently added support for Dynamic Volume Textures, and the community has already been doing their usual amazing @Shadertoy art with it: shadertoy.com/results?query=…
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New blog post: Building a Fiber-Based Job System from Scratch.
I walk through how I built the fiber-based job system in my offline renderer, including scheduling, synchronization, and the design choices behind it.
agraphicsguynotes.com/posts/…
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Here is a beautiful list! 125 free math textbooks, written by the mathematicians who teach the courses and shared on their own university pages. No sign-up, no paywall, no pirated copies. From high school algebra to graduate analysis. 👇
abakcus.com/book-lists/free-…
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There is a pattern underneath some of the most interesting computer graphics techniques. Culling, level of detail, light clusters, particle systems, Gaussian splatting: they look like different problems, but the same pattern shows up in every one of them.
My new video shows that pattern:
count → prefix sum → write
the three shapes it takes (compaction, expansion, binning), and how they chain into a GPU-driven frame.
Watch the full video on youtube
My WebGPU path tracer is open source! 🎉
Physically based rendering, running right in your browser. MIT licensed.
- WebGPU compute shader path tracing, with WebGL 2 fallback
- Two-level BVH built using parallel Web Workers, based on TinyBVH. A 4.6M-triangle scene's BVH builds in just 0.5s on my M4 Max
- Clean results from just a few samples with OIDN denoising
- OpenPBR 1.1 materials
- Physical camera with f-stop depth of field, AgX tone mapping, and bloom
- Drop-in Three.js scene synchronization
github.com/pissang/mutracer
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A beginner's guide to mastering graphics programming basics.
raynmetal.github.io/blog/tec…
#indiedev #gamedevelopment #gamedev
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With everyone busily using LLMs + Blender/Three.js to make 3D models, I thought I'd try a different geometric representation.
This dragon isn't a mesh, NeRF, 3DGS, or video model: it's 27kb of GLSL code (generated via LLM), defining a closed-form implicit surface. 🧵 [1/n]
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Proud to present our latest work on signed distance field collision detection. Interactive demo and code available here: savant117.github.io/sdf-dcd-…
I curated 125 free math textbooks, written by the mathematicians who teach the courses and shared on their own university pages. No sign-up, no paywall, no pirated copies. From high school algebra to graduate analysis. 👇
abakcus.com/book-lists/free-…
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"Fast blur with animated radius", examines various blurring techniques with an emphasis on varying blur radius and non-uniform horizontal & vertical blur. Includes WebGPU sample to showcase the techniques. aras-p.info/blog/2026/10/01/…
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Several young mathematicians recently revived an old conjecture that may have been inspired by juggling. As mathematician Noga Alon put it, “It’s the power of collaboration, the power of the young generation, the power of probabilistic methods” that solved the problem. quantamagazine.org/mathemati…
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Breaking math news: The first-ever 3D Einstein tile, an object that tiles space in a never-repeating pattern, has been found by independent researcher Ioannis Tsiokos using GPT Astra. Resembles a chair. Mathematicians have de-slopped the proof. @kkakaes: quantamagazine.org/updates/t…
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GPU Text Rendering Explained: SDF, MSDF, Slug, Rive, and Texture Atlas Compared
alphapixeldev.com/sdf-vs-msd…
#indiedev #texture #textrendering #gamedevelopment #rendering #gamedev #msdf #textureatlas #gpu
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Spark 1.4 is out!
The highlight is HDR: new BC6H and ASTC HDR codecs, offline quality at real-time speeds.
Also: BC1 Ultra, a BC7 codec for packed material maps, ASTC 5×5, and broader device support.
ludicon.com/castano/blog/202…
mcnett.org/bounding_simplex.…
in this paper i question the primacy of the bounding box. if you like geometry stuff, give it a read and tell me how i can do better
jj retweeted
Great post about developments in the world of version control, by @psluaces.
Pablo founded Plastic SCM (bought by Unity) and consulted for Activision Central Tech evaluating different version control strategies for us.
psantosl.github.io/posts/ver…
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I'm building an agent harness library in C++. Nothing groundbreaking, just the usual agent interaction loop (with customizable tools) made available through a C++ API.
📋 Documentation: plywood.dev/docs/high-level/…
🐙 GitHub repo: github.com/preshing/plywood
It's intended as an easy way to add AI features to other C++ projects. No need to pull in heavy JavaScript or Python frameworks; just use the C++ compiler that comes with your target platform. It's open source and works on Windows, Linux and macOS. A full-featured Markdown parser is included.
It comes bundled with Plywood, my portable C++ runtime library. I think the main reason why C++ isn't more popular for agent development is because the standard library is too complicated. People also tend to worry about memory safety, but it isn't too hard to write memory-safe C++ if you follow simple rules. The advantages of using C++ are that it's supported everywhere, has a rich ecosystem of development tools, and of course performance.
A sample application that streams conversations to a basic web UI is included. This sample is less than 30,000 lines of code (including the full Plywood runtime and Markdown parser) and the final executable is less than 1 MB in size.
This project is a work in progress. So far it's compatible with four different inference providers, with more on the way.
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Graphics Programming (Marburg, Winter term 2026/2027)
uni-marburg.de/en/fb12/resea…
e.g. Light and Materials
mathematik.uni-marburg.de/~t…
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알고리즘을 copy, map, chunk 가족으로 묶을 수 있다. 직관을 돕는 분류라서 인상적이다. 콤비네이터는 함수형 언어로 프로그래밍할 때는 잘 사용했는데, C++에서는 잘 안 써진다 - Algorithms & Combinators - Conor Hoekstra - NDC Toronto 2026 youtube.com/watch?v=preMtk8J…
jj retweeted
Great presentation, also includes a good summary of denoising, recommended read: "Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4", Advances in Real-Time Rendering, Siggraph 2026 advances.realtimerendering.c…
























