
Graphics Programming weekly - Issue 456 - September 20th, 2026
Realtime Raytracing in Bevy 0.20 (Solari) announces a rewrite of Bevy’s realtime pathtracer for the upcoming release introduces unified ReSTIR that merges direct and indirect...

Realtime Raytracing in Bevy 0.20 (Solari) announces a rewrite of Bevy’s realtime pathtracer for the upcoming release introduces unified ReSTIR that merges direct and indirect...

[video] Offscreen Rendering // Vulkan For Beginners #33 demonstrates offscreen rendering in Vulkan as an alternative to rendering directly to the swapchain explains how swapchain re...

Compact Neural Appearance Models for Efficient Gaussian Splatting presents an efficient appearance framework and a compact neural model for 3D Gaussian Splatting compares spherical...

DLSS 5: Generative Neural Rendering presents DLSS 5 as a real-time generative neural rendering stage that complements rendering with learned visual expectations introduces 3D-guided...

From Research to Recognition: Meet the SIGGRAPH 2026 Student Research Competition Winners highlights winning projects of the SIGGRAPH 2026 Student Research Competition each winner s...

Variable rate ray tracing in call of duty: modern warfare 4 presents a system for reallocating rays more efficiently built around supersampling where temporal history is missing, un...

[video] Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs traces the evolution of graphics APIs from OpenGL to D3D12, Vulkan, and Metal highlights the complexit...

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...