- Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
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· <math><optimization><advanced><carlo><fast><jcgt><monte><noise> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <shaders><blog><advanced><linked><readers><real><sampling><texture> - Spectral rendering, part 2: Real-time rendering
Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral…
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· <math><blog><advanced><carlo><monte><noise><real><sampling> - Rendering Crispy Text On The GPU
Rendering Crispy Text On The GPU is a June 2025 deep-dive blog post by Rubén Osorio López on osor.io about replacing multi-channel SDF atlases with runtime GPU vector glyph…
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· <shaders><blog><advanced><curve><curves><deep><real><sdf> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
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· <math><advanced><carlo><monte><real><sampling><spatiotemporal><time> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <shaders><blog><blue><computation><find><linked><real><time> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
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· <optimization><shaders><blog><advanced><deep><published><real><spatiotemporal> - Sample Decorrelation in BRDF Preconvolution for Image Based Lighting
Sample Decorrelation in BRDF Preconvolution for Image Based Lighting is a January 2026 blog post by auzaiffe about a seam artifact in split-sum IBL LD cubemap prefiltering, found…
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· <math><shaders><blog><advanced><blue><noise><real><sampling> - SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice is the course page for the SIGGRAPH physically based shading course, organized by Stephen Hill and Stephen…
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· <math><shaders><advanced><linked><readers><real><sampling><time> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
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· <optimization><shaders><blog><advanced><readers><real><sampling><time> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
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· <shaders><blog><beginners><career><linked><real><texture><time> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <shaders><blog><linked><masks><papers><programmer><sampling><walkthroughs> - Variable-Rate Texture Compression: Real-Time Rendering with JPEG
Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer,…
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· <optimization><shaders><advanced><published><real><texture><time><github> - Forget Superresolution, Sample Adaptively (when Path Tracing)
Forget Superresolution, Sample Adaptively (when Path Tracing) presents an MPI for Informatics paper by Martin Bálint, Corentin Salaün, Hans-Peter Seidel, and Karol Myszkowski on…
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· <math><optimization><shaders><advanced><noise><real><sampling><time> - SIGGRAPH Thesis Fastforward 2026
SIGGRAPH Thesis Fastforward 2026 is an official ACMSIGGRAPH YouTube recording of short PhD thesis pitches from SIGGRAPH-related graphics research.
Featured talks include Monte…
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· <math><advanced><carlo><monte><papers><real><time> - Filtering -Vs- Graphics
This is a technical talk by Timothy Lattis on the Neo Graphics channel on what perfect, content-independent filtering would require versus common real-time graphics practice.
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· <optimization><advanced><antialiasing><blue><noise><real><time> - Neural Importance Sampling of Many Lights
Neural Importance Sampling of Many Lights presents a SIGGRAPH 2025 Conference Papers method by Pedro Figueiredo, Qihao He, Steve Bako, and Nima Khademi Kalantari for learning…
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· <math><advanced><carlo><conference><monte><papers><sampling> - The Perlin Problem: Moving Past Square Noise (NoisePosti.ng)
NoisePosti.ng article “The Perlin Problem” analyzes directional square artifacts in classic Perlin noise and motivates alternative gradient noise formulations for modern procedural
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· <blog><deep><linked><noise><original><real><time> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <optimization><shaders><advanced><jcgt><real><spatiotemporal><time> - Jackknife Transmittance and MIS Weight Estimation
Jackknife Transmittance and MIS Weight Estimation is a SIGGRAPH Asia 2025 paper by Christoph Peters, published in ACM Transactions on Graphics and summarized on the Moments in…
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· <math><shaders><advanced><carlo><monte><published><sampling>