Weekly curated digest covering advanced graphics programming topics including: a survey of modern real-time culling techniques (distance, backface, frustum, occlusion, meshlet-level); designing scalable multi-threaded APIs by minimizing synchronization through memory bucketing; a screen-space refraction method using Newton's method instead of ray marching for faster convergence and caustics; algorithmic improvements to ReSTIR PT with reciprocal neighbor selection and duplication maps; augmenting 3D Gaussian Splatting primitives with lightweight MLPs for high-frequency surface detail; and a video series on Ubisoft's Anvil Engine covering GI, micropolygons, weather simulation, and large-world handling.

2m read timeFrom jendrikillner.com
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