Weekly curated roundup of graphics programming topics including: an analytic approach to localized fog volume rendering with radial density functions; procedural pool ball drawing using 2D SDFs in ShaderGraph; Eric Lengyel's 10-year retrospective on the Slug GPU text rendering algorithm with its patent now dedicated to the public domain and HLSL shaders released under MIT; a WebGPU/WGSL port of the Slug algorithm; a CVPR 2026 paper on parallelized CUDA differentiable geodesics on 3D meshes; AMD's open-source Smoldr scripting tool for running DX12 compute and raytracing shaders without C++; Vulkan SDK 1.4.335 white paper updates; a deep dive into Apple M5 and A19 GPU graphics features; AMD GPU direct NVMe control bypassing the CPU; a meshoptimizer pipeline overview covering meshlets, LOD, and compression; Unity terrain rain effects tutorial; and Digital Foundry's first look at DLSS 5.

3m read timeFrom jendrikillner.com
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