Tag
A reference FAQ document covering matrices and quaternions, primarily for 3D graphics and game development, with corrections and contributions from multiple authors.
A technical blog post deriving how to compute camera rays from a view-projection matrix for ray tracing, with shader code and handling of numerical stability.
A detailed explanation of Perlin noise and its implementation in ClojureScript, including code snippets and a visualization of moving water filaments.
A tweet highlighting advanced HTML Canvas challenges and a comparison of GLM 5.1 and GLM 5.2, with demos including ink diffusion, energy-blade duel, and more, all using pure canvas without libraries.
A developer built Luz, a C++20 path tracer from scratch with zero dependencies, featuring Monte Carlo path tracing, global illumination, BVH acceleration, and a Blender-to-Luz exporter.
BRDFusion combines physical modeling with generative priors to achieve high-quality inverse and forward rendering of urban scenes, enabling applications like novel-view relighting and dynamic object insertion.
An in-depth guide explaining gamma correction, why it matters for image processing and rendering, and common pitfalls for coders.
yserver is a modern X11 server written from scratch in Rust, capable of running full desktop environments like MATE, XFCE, and Cinnamon while dropping legacy baggage. It supports many X extensions and has been tested on various hardware.
The author details the creation of Tiny Shading Language (TSL), a custom shading language library for their offline CPU renderer SORT, explaining the motivations including learning, flexibility, Apple Silicon support, and reducing dependencies compared to using OSL.
NVIDIA announces the RTX Spark Superchip, combining AI and RTX graphics into a single chip for slim laptops and small desktops, enabling AI development, creative work, and gaming with up to 128GB unified memory and native CUDA support.
This technical blog post explains why the ASTC texture compression format uses integer sequence encoding (ISE) instead of simpler prefix coding. It compares the efficiency of ISE to prefix codes for small integer ranges, showing that ISE's savings are modest but still worthwhile in certain contexts.
A library for the Odin language providing correct, minimal colour space transforms for UI frameworks and creative tooling, covering OKLCh, OKLab, sRGB, Display P3, and Rec. 2020.
Stanford University offers a free online course on mathematical methods for computer vision, robotics, and graphics, including a full PDF textbook and video lectures, making high-quality education accessible to everyone.
A technical blog post that provides a step-by-step guide to implementing realistic sky, sunset, and planet rendering using shaders, focusing on atmospheric scattering techniques like Rayleigh and Mie scattering.
Raylib v6.0 releases as a lightweight, dependency-free C library for game development with support for multiple platforms and OpenGL versions.
A short social post expressing awe at how far real-time rendering has come.
A detailed technical explanation of the Super Nintendo's graphics hardware, including the PPU1 and PPU2 chips, VRAM, OAM, and CGRAM, based on schematics by Jonathon Donaldson.
ArmorPaint is a software tool for 3D PBR texture painting, with a GitHub repository providing build instructions and notes on distribution for developers.
Dear ImGui is a bloat-free C++ GUI library optimized for fast iteration and creating debug/tool UIs, widely used in game engines and real-time 3D applications.
meshoptimizer is a library that provides algorithms to optimize triangle meshes for GPU rendering, improving vertex and index data efficiency and reducing storage overhead.