A curated weekly roundup of graphics programming news and resources. Highlights include Microsoft's GDC 2026 DirectX tooling announcements (DirectX Dump Files, Shader Explorer in PIX, DXR 2.0, DirectStorage 1.4), AMD's support for new DirectX ML features on RDNA hardware, Brian Karis's deep dive on Nanite's Reyes-style displacement mapping tessellation, a wave-local work distribution technique for variable-sized GPU work, an HLSL implementation of participating media from PBRT 4ed, a divide-and-conquer SDF raymarching algorithm, Adobe open-sourcing their OpenPBR 1.0 BSDF implementation, and a dependency-free C11 curve/surface library with multi-backend shader support.

4m read timeFrom jendrikillner.com
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