
Graphics Programming weekly - Issue 449 - August 2nd, 2026
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU presents a texture-based method for evaluating Bezier curves by leveraging hardware samplers extends the idea beyond...

A Texture Lookup Approach to Bézier Curve Evaluation on the GPU presents a texture-based method for evaluating Bezier curves by leveraging hardware samplers extends the idea beyond...

How to Read Mathematics? - A study guide provides a guide on how to independently work through mathematical papers, textbooks, and lecture notes emphasizes that reading mathematics...

Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem a detailed write-up of a talk at Develop Brighton 2026 about Godot VR development discusses rebuilding major engine par...

Half-Edge Data Structure. Part 2 deep dive into the inner workings of the OpenMesh mesh creation logic explains the process of adding new faces to an existing mesh details the algor...

Neural Render Proxies for Interactive and Differentiable Lighting introduces a scene-specific neural render proxy that enables differentiable relighting of static scenes decouples p...

Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion introduces a multi-layer ReSTIR variant that preserves sample history when occluded uses reservoir splatting an...

Why does ASTC use ISE when almost nothing else does? explains why ASTC uses integer sequence encoding (ISE) shows that ISE’s advantage over a simple prefix code is only about 0.07 b...

Floor and Ceil Versus Denormals on CPU and GPU explores the behavior of floor and ceil functions when dealing with denormalized floats discusses how different platforms (CPU vs. GPU...

On Rendering the Sky, Sunsets, and Planets walks through a WebGPU-based atmospheric rendering system builds the shader step-by-step from raymarching through Rayleigh/Mie scattering,...