- Simulating Ocean Water (Tessendorf, course notes PDF)
Classic SIGGRAPH course notes on simulating and rendering ocean surfaces, including Gerstner waves and FFT-based animation.
92% match
· <math><shaders><advanced><talk><cited><ocean><simulation><stylised> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
77% match
· <math><shaders><advanced><cited><ocean><simulation><tessendorf><water> - Stylised ocean shader (Gerstner HLSL breakdown)
Unreal stylised ocean write-up with looped Gerstner waves in custom HLSL, fraction-based wave LOD, dispersion speeds, and artist-facing parameters.
69% match
· <shaders><ocean><stylised><tessendorf><water><waves> - Shoreline Shader Breakdown (Cyanilux)
Shoreline Shader Breakdown is a December 2024 Cyanilux post merging earlier shoreline water threads into one stylized coast tutorial for Unity URP Shader Graph.
It compares depth-texture versus UV shoreline meshes, then walks approaching wave lines, synced swash motion, Voronoi on the swash, and wet-sand darkening via low-alpha blending.
69% match
· <shaders><ocean><stylised><techniques><water><waves> - Generative AI model for Global Illumination effects
Generative AI model for Global Illumination effects is a July 2025 AMD GPUOpen Learn article by SungYe Kim, Wojciech Uss, Wojciech Kalinski, Alexandr Kuznetsov, and Harish Anand…
65% match
· <math><shaders><advanced><cited><paper><reference><short> - On the Accuracy of Surface Scattering Theories
On the Accuracy of Surface Scattering Theories compares Microfacet and Generalized Harvey-Shack predictions derived from AFM and profilometer-measured metal surfaces against…
52% match
· <math><shaders><advanced><paper><short><surfaces> - SIGGRAPH 2025 Technical Papers Trailer
This ACMSIGGRAPH YouTube video is the official SIGGRAPH 2025 Technical Papers Trailer.
52% match
· <talk><models><paper><short><simulation> - 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…
48% match
· <math><advanced><talk><games><short><simulation> - Mathematics for 3D Game Programming and Computer Graphics
Eric Lengyel's textbook on vectors, transforms, lighting, visibility, collision, and shader-related math for game engines.
44% match
· <math><simulation><surfaces><techniques> - The formula for a good water shader for games in Unreal 4
Medium article on a practical stylised lake water shader in UE4 using Single Layer Water, animated normals, Fresnel refraction, and intersection foam.
44% match
· <shaders><games><stylised><water> - 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
44% match
· <shaders><techniques><water><waves> - Rain Effects Breakdown (Cyanilux)
Rain Effects Breakdown (July 2023) is a Cyanilux walkthrough pairing Shuriken rain with Shader Graph ripples, puddles, and rain-on-surface shaders.
Particles use stretched billboards in a scaled box with URP or Built-in unlit materials; VFX Graph is noted for URP or HDRP.
44% match
· <shaders><surfaces><techniques><water> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
44% match
· <shaders><reference><techniques><water> - 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…
44% match
· <shaders><cited><games><reference> - I3D 2025 Papers Session 4 - Filtering & Reconstruction
A YouTube recording of I3D 2025 Papers Session 4 on Filtering and Reconstruction from the I3D Symposium channel.
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· <math><shaders><advanced><talk><paper><surfaces> - I3D 2026 Papers Preview
I3D 2026 Papers Preview is a recorded talk published on the I3D Symposium channel.
Short YouTube video from the I3D Symposium channel previewing papers presented at I3D 2026,…
40% match
· <talk><games><paper><short> - Improving Direct Lighting Material Occlusion - Part 2
Improving Direct Lighting Material Occlusion - Part 2 is a March 2026 irradiance.ca article by Pablo Zurita on microsurface-aware micro-shadowing for direct lighting.
Building…
40% match
· <math><shaders><advanced><short><surfaces> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
40% match
· <math><shaders><advanced><models><paper> - A series of tricks and techniques I learned doing tiny GLSL demos
A series of tricks and techniques I learned doing tiny GLSL demos is a December 2025 blog post by bµg about lessons from size-constrained GLSL demos after the earlier Red Alp…
40% match
· <math><shaders><advanced><techniques><water> - Physically based rendering from first principles
Physically based rendering from first principles is an interactive educational article by imad that builds PBR intuition from the physics of light through material models used in…
38% match
· <math><shaders><models><waves>