- Curvature Beziers
Technical post on editing cubic Bézier splines with curvature handles instead of classic tangent lengths.
100% match
· <math><advanced><blog><beziers><cubic><curvature><curve><derives> - Fast calculation of the distance to cubic Bezier curves on the GPU
Fast calculation of the distance to cubic Bezier curves on the GPU is an October 2025 technical article by ubitux on blog.pkh.me about cubic Bezier distances inside GLSL fragment…
85% match
· <math><advanced><blog><compares><control><cubic><curves><interactive> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
73% match
· <math><advanced><blog><aimed><design><developers><post><work> - Triangle Tessellation with Clamped Parallelograms
Triangle Tessellation with Clamped Parallelograms is a technical blog article by John Hable.
John Hable derives a compute-friendly triangle tessellation algorithm using clamped…
73% match
· <math><advanced><blog><aimed><derives><design><post><work> - On Rendering the Sky, Sunsets, and Planets
On Rendering the Sky, Sunsets, and Planets is a technical blog article by Maxime Heckel.
Maxime Heckel write-up on implementing atmospheric scattering in the browser for…
71% match
· <math><blog><aimed><developers><interactive><post><work> - Functions: Mix
Functions: Mix is a GM Shaders Mini tutorial by Xor on the shader mix function, covering the math behind linear interpolation and less obvious uses beyond blending two…
71% match
· <math><blog><aimed><behavior><control><post><vector> - Qaws - C11 library for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D
Qaws is a dependency-free C11 library by soufianekhiat for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D.
It covers…
69% match
· <math><curvature><curve><curves><developers><spline> - 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…
67% match
· <advanced><blog><control><curve><curves><post><vector> - Slughorn, MIT-licensed GPU-agnostic Slug font/glyph rendering library for OpenGL/OSG/Vulkan and all GPU-driven graphics APIs
AlphaPixel blog post announcing Slughorn, an MIT-licensed C++20 library that adapts Eric Lengyel’s Slug-style GPU curve data for OpenGL, Vulkan, OSG, and related APIs.
65% match
· <blog><aimed><curve><developers><post><vector> - Making cross-platform SIMD code pleasant
Making cross-platform SIMD code pleasant is a technical blog article by Branimir Karadžić.
Blog post by Branimir Karadžić on the typeless SIMD design in the bx library.
65% match
· <blog><aimed><design><developers><post><work> - How rendering changed | Sebastian Aaltonen
How rendering changed | Sebastian Aaltonen is a recorded talk by Sebastian Aaltonen, presented at Wookash Podcast.
Wookash Podcast interview with Sebastian Aaltonen on his…
65% match
· <advanced><aimed><design><discusses><interested><work> - How to Color Low Poly Terrain with Gradients and Curves
How to Color Low Poly Terrain with Gradients and Curves is a technical blog article by Tâm Trần Ngọc.
Tutorial explaining how to color low poly terrain with a slope gradient, a…
65% match
· <blog><aimed><curve><curves><post><work> - GPU Programming and Language Design with Chris Lattner
GPU Programming and Language Design with Chris Lattner is a Software Unscripted podcast episode hosted by Richard Feldman with guest Chris Lattner on Mojo and GPU-oriented…
65% match
· <advanced><compares><control><design><interested><work> - Spectral rendering, part 3: Spectral vs. RGB
Spectral rendering, part 3: Spectral vs.
60% match
· <math><advanced><blog><compares><design><interactive><post> - 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…
60% match
· <math><advanced><blog><derives><discusses><interactive><post> - Bezier Curve as Easing Function In C++
Bezier Curve as Easing Function In C++ is a September 2025 guest post by Łukasz Izdebski Ph.D.
58% match
· <math><blog><control><cubic><curve><post> - Mini: 3D Rotation
Mini: 3D Rotation is a short GM Shaders Mini tutorial by Xor on rotating vectors in three dimensions with Euler angles and axis-angle formulas, following an earlier Mini on 2D…
58% match
· <math><blog><derives><discusses><euler><work> - Blocky Planet — Making Minecraft Spherical
Blocky Planet - Making Minecraft Spherical is an August 2025 Bowerbyte tech-demo write-up on mapping cubic voxels onto a destructible spherical planet in Unity 6 with C#, Jobs,…
58% match
· <math><blog><cubic><design><interested><post> - Perfecting anti-aliasing on signed distance functions
Perfecting anti-aliasing on signed distance functions is a July 2025 technical blog post on blog.pkh.me that derives practical AA and blur formulas for SDF shapes in shaders.
It…
58% match
· <math><blog><aimed><compares><derives><post> - 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,
54% match
· <advanced><blog><euler><post><vector><work>