Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.
I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions.
irradiance.ca/posts/micros...
05.03.2026 21:49
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Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026
27.02.2026 09:32
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Using ReSTIR to importance sample the brightest pixels on an image
www.shadertoy.com/view/XfycWw
15.02.2025 09:49
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Simon Rodriguez
Renderistically - Simon Rodriguez
[BLOG] A frame analysis of Dark Souls III
blog.simonrodriguez.fr/articles/202...
A detailed look at how the FromSoftware game renders a frame, with step-by-step comparisons and explanations.
21.02.2026 22:25
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π Unleash your creativity with GPU Zen 4!
π Dive into cutting-edge techniques from industry experts to tackle complex graphics challenges and elevate your projects.
Available now on Amazon!
π Standard Edition: a.co/d/0cvhJuSU
βοΈ Deluxe Edition: a.co/d/07t0MZGz
#GPUZen #GameDev
19.02.2026 23:02
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Normal Map Compression Revisited β Ignacio CastaΓ±o
While working on spark.js, I realized that common normal map compression formats werenβt supported in popular frameworks like three.js. I added the necessary support to three.js and wrote an article to shed some light on the topic:
ludicon.com/castano/blog...
#webgpu #webgl #threejs #sparkjs
05.02.2026 05:04
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Pushing Simulation to the Limit to Find Order in Chaos
YouTube video by Drew's Campfire
A colleague sent me this: www.youtube.com/watch?v=8jVo...
No further comments needed, it's **very** good.
I've seen some of his videos in the past, but I missed this one. Glad I saw it.
03.02.2026 13:39
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Spinning around: Please don't! - siliceum
Embark on a journey about why you should sometimes trust your OS more than yourself.
Ever wrote spin-locks or had to debug them?
I have, and I got tired of seeing (and writing) crappy ones, so I did a real investigation this time.
Spoiler: trust your OS.
siliceum.com/en/blog/post...
27.01.2026 10:40
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Gyms, Zoos, and Museums: Your documentation should be in-game β Robin-Yann Storm, Product & UX Designer for Tools
Gyms, Zoos, and Museums: Your documentation should be in-game
My 2025 talk 'Gyms, Zoos, and Museums: Your documentation should be in-game' is now also available in text format, for those who like to read instead of watch: rystorm.com/blog/gyms-zo...
And if you haven't seen it yet, there is an all new video too, with bonus material on the history of Zoos!
27.01.2026 18:11
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Choosing Texture Formats for WebGPU applications β Ignacio CastaΓ±o
Choosing texture formats for WebGPU apps
www.ludicon.com/castano/blog...
Loading large scenes and running out of VRAM? This guide is for you. A follow up to @donmccurdy.com's guide, with a new option: Ship AVIF/WebP over the network, with native block-compressed textures in VRAM
#webgpu #webgl
27.01.2026 05:33
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screen of project page of MeshSplatting
This seems to be extremely cool! will have to find time to set it up
meshsplatting.github.io
09.12.2025 18:03
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I made a directional noise type I call Phacelle Noise which is pretty fast!
Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...
#Graphics #Shaders #Shadertoy
22.01.2026 15:50
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WebGPU Lines
GPU-accelerated line rendering for WebGPU with instanced triangle strips
Still WIP, but *finally* adapted my line rendering module to WebGPU. Managed to salvage pretty much all of the logic from my old WebGL line rendering module. I know there's better algorithms and implementations out there, but I'm relatively content. rreusser.github.io/notebooks/we...
18.01.2026 03:30
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Gradientspace Graph Beta β gradientspace
I have released an initial version of Gradientspace Graph (GSGraph), a new C#-based NodeGraph Programming environment that also supports inline text-coding in C# and Python (and LLM-based CodeNode gen...
Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...
13.01.2026 19:36
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π¨ Games marketing people π¨
Here are 3 great and super helpful Chrome extensions for browsing Steam
βΉοΈ Extra data and info on screen
π° See the estimated revenue
π Useful CCU info
π Previous sales prices
π Additional search filters
πΈοΈ Firefox & Edge versions
π₯ And more
π§΅ Thread below π
20.06.2025 08:17
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cseweb.ucsd.edu/~tzli/novelt...
I gave an internal talk at UCSD last year regarding "novelty" in computer science research. In it I "debunked" some of the myth people seem to have about what is good research in computer science these days. People seemed to like it, so I thought I should share.
09.01.2026 17:21
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A timeline visually representing the advice from my post, emphasising how dramatically and reliably having more time, with a testable build, converts to your game being better and your studio being safer.
I've been running an indie games studio for 15 years now, and it felt like a good time to boil down what I've learned into 4 pieces of advice:
www.pentadact.com/2026-01-08-1...
I hope it's of use, not least because goddamn I forgot how long blog posts take to write.
08.01.2026 18:02
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I just released my video about the engine (and game) I've been working on.
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
06.01.2026 19:53
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How to Vulkan in 2026 - How to Vulkan
How to write Vulkan graphics code in 2026
My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com
I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
03.01.2026 18:15
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Screenshot of the blog post.
I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.
irradiance.ca/posts/micros...
20.12.2025 21:31
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The Ridiculous Engineering Of The World's Most Important Machine
YouTube video by Veritasium
Another incredible video from Veritasium, all about the extreme lithography machines produced by ASML. The design & engineering required is simply insane! youtu.be/MiUHjLxm3V0?...
02.01.2026 00:44
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