Weekly curated roundup of graphics programming topics including: Loon GPU, a bindless abstraction layer over Vulkan 1.3 and Metal 4; reverse engineering of NVIDIA's closed-source driver command stream; a typeless SIMD design for cross-platform shader code; shadow penumbra saturation effects in Unreal Engine 5; compact tangent frame encoding comparisons; a preview of the D3D12 LinAlg Matrix API; Shader Model 6.10 support in AgilitySDK and DXC; an I3D 2025 paper overview; a deep-dive interview with Sebastian Aaltonen on GPU API complexity; and material blending techniques in Unity.
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