YouTube video by Molecular Matters
"Project Echo" early pre-alpha footage
I've been working on something new since August 2025 and have decided to finally spill the beans:
Introducing "Project Echo", a deterministic Record & Replay tool for PS5:
www.youtube.com/watch?v=K_sd...
Please read the video description and let me know your brutally honest feedback!
12.02.2026 16:50 โ ๐ 46 ๐ 13 ๐ฌ 16 ๐ 5
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
29.01.2026 12:22 โ ๐ 161 ๐ 30 ๐ฌ 1 ๐ 2
Short conclusion of this Weekend project using Claude Code:
It currently feels like it's going to be more like this for the majority of people for at least the nearest future, butchering the lovely graphic from @mjwhansen.com:
26.01.2026 09:21 โ ๐ 17 ๐ 5 ๐ฌ 4 ๐ 0
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 โ ๐ 96 ๐ 16 ๐ฌ 5 ๐ 0
This post shows how to get different constants for the R2 low discrepancy sampling sequence which have the same properties, but are smaller valued, so behave better in floating point at high sample counts.
www.martysmods.com/a-better-r2-...
20.01.2026 21:55 โ ๐ 23 ๐ 7 ๐ฌ 0 ๐ 0
Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
15.01.2026 15:11 โ ๐ 73 ๐ 23 ๐ฌ 0 ๐ 0
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
12.01.2026 22:48 โ ๐ 26 ๐ 9 ๐ฌ 0 ๐ 0
YouTube video by Jorrit Rouwe
A strand based hair simulation running on GPU
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
10.01.2026 21:07 โ ๐ 84 ๐ 17 ๐ฌ 4 ๐ 0
(Ab)using Shader Execution Reordering - Dieter's Blog
Notes on creative usage of shader execution reordering
New blog post is finally up: (Ab)using Shader Execution Reordering.
A bit of outside the box usage of SER (for better or worse).
debaetsd.github.io/posts/ser/
08.01.2026 18:59 โ ๐ 35 ๐ 7 ๐ฌ 0 ๐ 0
YouTube video by Mike Turitzin
I'm making a game engine based on dynamic signed distance fields (SDFs)
The video:
youtu.be/il-TXbn5iMA
06.01.2026 19:53 โ ๐ 213 ๐ 57 ๐ฌ 20 ๐ 15
The fact that the entire industry is now wasting time working on, integrating, analyzing, reviewing, and commenting on frame generation is so sad. Surely there are actually productive things we all can be doing instead.
06.01.2026 04:34 โ ๐ 48 ๐ 2 ๐ฌ 3 ๐ 0
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 โ ๐ 76 ๐ 29 ๐ฌ 0 ๐ 0
TinyDiffRast
A tiny course on differentiable rasterization.
This is a great introduction to differentiable / inverse rendering - rasterization specifically.
I've read through it and am currently working on implementing some things.
jjbannister.github.io/tinydiffrast/
02.01.2026 19:33 โ ๐ 41 ๐ 7 ๐ฌ 0 ๐ 0
Alex Tardif: Graphics Programmer
New post up!
Bindless Oriented Graphics Programming
alextardif.com/BindlessProg...
30.12.2025 21:45 โ ๐ 66 ๐ 18 ๐ฌ 1 ๐ 1
New post! "Realtime Raytracing in Bevy 0.18 (Solari)"
jms55.github.io/posts/2025-1...
27.12.2025 20:51 โ ๐ 63 ๐ 12 ๐ฌ 0 ๐ 0
Wow, what model of laptop is this?
22.12.2025 18:59 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
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 โ ๐ 47 ๐ 14 ๐ฌ 1 ๐ 0
Ever seen one of these, and wondered *why* they work? ๐งต
This is a so-called Bitonic sorting network, and the illustrations show the two common ways to implement them. From an implementation point of view the two methods are effectively the same, so which one you pick just comes down to preference.
20.12.2025 00:24 โ ๐ 39 ๐ 10 ๐ฌ 2 ๐ 0
Thanks for the excellent post!
It seems that all graphics programmers are gradually striving for a similar minimal API without legacy abstractions and with minimal cognitive load.
16.12.2025 23:30 โ ๐ 8 ๐ 0 ๐ฌ 0 ๐ 0
a bunch of very specifically named hardcoded boolean fields in a single script representing the entire save state of the game
"save systems should dynamically handle object IDs and automatically populate the serialized data of every object that requires save states, and then for dialogue progression it needs to-"
team cherry:
WRONG. 1400 hardcoded fields in PlayerData.cs
16.12.2025 16:35 โ ๐ 646 ๐ 84 ๐ฌ 36 ๐ 14
Final version for the 2D Morton decode functions. Fairly happy with the structure in general.
A 64-bit version should be easy enough to produce, by just using the 32-bit version twice and combining the results.
08.12.2025 20:01 โ ๐ 37 ๐ 4 ๐ฌ 1 ๐ 0
๐ meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
After nine years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
08.12.2025 16:56 โ ๐ 249 ๐ 76 ๐ฌ 9 ๐ 1
Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...
08.12.2025 15:31 โ ๐ 48 ๐ 19 ๐ฌ 0 ๐ 0
Graphics Programming weekly - Issue 418 - November 30th, 2025 www.jendrikillner.com/post/graphic...
02.12.2025 14:00 โ ๐ 65 ๐ 20 ๐ฌ 0 ๐ 0
A pretty wild debugging story:
When updating Dawn (Chrome's WebGPU lib), I saw a +50% jump in GPU timings for most/all of my GPU timers (measuring draws, dispatches, etc.).
I bisected Dawn's commit history to find the commit where the perf regression happened, and it ...
1/
01.12.2025 21:24 โ ๐ 30 ๐ 11 ๐ฌ 1 ๐ 1
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
23.11.2025 21:05 โ ๐ 102 ๐ 29 ๐ฌ 4 ๐ 1
Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...
25.11.2025 00:34 โ ๐ 242 ๐ 46 ๐ฌ 3 ๐ 0
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
I do my PhD on physically based (differentiable) rendering, material appearance modeling/perception/capturing @tsawallis.bsky.social's Perception Lab
I enjoy photography, animation/VFX, working on my renderer, languages and contributing to open source.
Freelance VFX & graphics developer.
Lizard dad, dog dad, cat dad, neurodivergent, abuser of musical instruments.
https://www.derschmale.com/
WebXR, WebGPU, neural graphics. https://juretriglav.si/
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.
๐ Turku, Finland
๐ https://runevision.com
https://www.youtube.com/c/runevision
https://mastodon.gamedev.place/@runevision
Lead Game Tech Programmer at Guerrilla Games, creator of the Jolt Physics library.
- MSc in Graphics Programming @ Charles University
- Looking for remote (or Prague based) internship
๐ง๐ชin๐จ๐ฟ
Portfolio: https://xanderbertenportfolio.wordpress.com/
Blog: https://xanderbert.github.io/
Team lead in the video game industry, in my spare time : saxophonist/composer, chess patzer, pixelart lover. All expressed opinions are my own.
๐ Tracking all things Valve and Steam.
โน๏ธ We are not affiliated with Valve in any way.
๐ฆ By @xpaw.me ๐ https://steamdb.info/
Graphics programmer. Likes anything Metal Gear Solid.
fauder.github.io
azra reyes
she/ae/it | 21 | ฮฮ
โฆ technically an artist, probably a deer
โฆ art server: https://discord.gg/3rRKaWvY7S
โฆ banner by @wuol.bsky.social
Graphics programmer, tech artist, gamedev, and very glad to see you.
GPU compiler dev, reverse engineer, mostly in Glasgow
Assistant Professor @UWaterloo CS
rendering, light transport & optics
PhD @UCSB, MSc @WeizmannScience, formerly @Crytek @NVIDIA.
๐ฎ๐ฑ๐จ๐ฆโก๏ธ
ssteinberg.xyz
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
video games
๐ czar @ yoyogigames
๐ HW @ playstation
ยท interested in perf stuff, custom engines
ยท made Gun Trails for playdate (https://play.date/games/gun-trails/)
ยท previously at that's no moon, nvidia, netflix, disney and pixar
Graphics engineer with deep experience from IrisGL to Vulkan. NVIDIA DevTech Engineer specializing in real-time rendering, Vulkan, and ray tracing. Focused on efficient graphics samples, optimizing shaders, and bridging the gap between code and pixel.