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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 neural rendering using a one-step pixel-space diffusion model conditioned…
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From Research to Recognition: Meet the SIGGRAPH 2026 Student Research Competition Winners highlights winning projects of the SIGGRAPH 2026 Student Research Competition each winner shares the inspiration behind their work, the biggest hurdles they faced, a…
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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, undersampling with temporal reconstruction in stable areas, and a load balan…
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[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 complexity bottleneck of modern APIs, including driver overhead, pipeline state obj…
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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 curves to surfaces, volumes, and related spline families compares accuracy…
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How to Read Mathematics?
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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 parts like the label system and render server to meet console performance nee…
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Half-Edge Data Structure.
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Neural Render Proxies for Interactive and Differentiable Lighting introduces a scene-specific neural render proxy that enables differentiable relighting of static scenes decouples path sampling from emission computation by collecting light-agnostic transp…
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Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion introduces a multi-layer ReSTIR variant that preserves sample history when occluded uses reservoir splatting and layered depth ranges to move samples between screen-space layers without…
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Why does ASTC use ISE when almost nothing else does?
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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.
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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, ozone absorption, and optical depth compares a full atmosphere shader aga…
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niagara: Opacity micromaps live demo expands the Vulkan implementation to support micromaps for ray-traced shadows explains the concept of micromaps and what MeshOptimizer supports followed by showing the full implementation integration process on the C++…
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Writing a bindless GPU abstraction layer introduces Loon GPU, a bindless abstraction layer implemented on Vulkan 1.3 and Metal 4 exposes GPU allocations as device pointers, removes explicit vertex buffers, bind groups, and image layouts discusses Slang sh…