I am currently listening in on a conversation between two first year IGAD / BUas Games students where one student is explaining to the other how ASVGF deals with dynamic light sources.
Tears in my eyes.
04.03.2026 14:01 โ
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Pretty sure you really wanted to see all the 14 uniform polyhedra with only regular 3, 4, 6 or 8-gons as faces today
01.03.2026 09:11 โ
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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 โ
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YouTube video by Gamefromscratch
FragCoord - Shadertoy 2.0?
youtu.be/o16gPvcVMBY
24.02.2026 13:49 โ
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Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...
23.02.2026 14:56 โ
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YouTube video by daivuk
How I made a shooter game in 64 KB
Highly recommend this video, which is a super deep dive into the techniques used to create a 64kb demoscene-style '90s FPS:
www.youtube.com/watch?v=qht6...
21.02.2026 19:43 โ
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Yes, so a low res map that catches 95% of the opaque or fully transparent pixels. For the remainder, use your current method.
21.02.2026 17:23 โ
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The opacity map is just your early-out test.
21.02.2026 16:30 โ
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Is using opacity micomaps an option? A bit per pixel for alpha testing may also help.
21.02.2026 15:41 โ
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DELTA for #MSX2 is now available to play:
www.file-hunter.com/MSXdev/?id=d...
Developed together with Peter van Dranen of Breda University, DELTA is a full 3D game for an 1986 8-bit platform, running at 20fps. This uses an 8MB ROM and Konami's custom sound chip.
21.02.2026 15:01 โ
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I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing.
Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:
www.shadertoy.com/view/WX3fRB
11.02.2026 14:50 โ
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๐งต I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....
19.02.2026 02:13 โ
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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...
17.02.2026 17:13 โ
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Dutch news NOS today shows an MSX2 on their frontpage. :) Celebrating 40 years of electronic banking. It's a Philips VG-8235, a rather pretty device.
13.02.2026 06:08 โ
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Glorious! I am using "Fenster" right now for TinyBVH examples, but if this starts gaining Linux / Apple support, I would move over right away. Love the 13h vibe.
12.02.2026 14:23 โ
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High-Performance Graphics 2026 CFP
High-Performance Graphics 2026 Call for Participation
In 2026, I reprise my role as High-Performance Graphics papers chair, joined by Markus Kettunen.
The papers deadline is 8 weeks from now. Submit your performance-oriented graphics research and present it in LA, just before SIGGRAPH (July 17-19 2026)!
www.highperformancegraphics.org/2026/call-fo...
12.02.2026 12:04 โ
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Great tool! Looks like I am in great company. :) Made several new contacts too today!
10.02.2026 12:34 โ
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We had the Grand Finals of the Teapot Rendering Competition this week. These are original scenes by students at the #UniversityofUtah, rendered using their own ray tracers written in C++, commemorating the famous #UtahTeapot. You can see them all here:
graphics.cs.utah.edu/trc/
#raytracing
06.02.2026 01:34 โ
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Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.
Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:
๐ The essential math
๐ Camera setup, intersections, NEE, BVH
๐ How to accelerate everything with HIPRT
Find it with our papers: gpuopen.com/learn/public...
30MB PDF: gpuopen.com/download/202...
03.02.2026 15:44 โ
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Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...
02.02.2026 14:01 โ
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Buffer
vec2 p=(FC.xy*2.-r)/r.y;
float l=length(p)-.6,a=atan(p.y,p.x)+t*.5;
o=tanh(.3*(.7+vec4(-p,p))*dot(p,cos(t+vec2(0,2)))/length(vec2(min(l*4.,l)*4.,cos(a*8.)-.9)));
30.01.2026 14:03 โ
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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
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