- Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot
Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot is an August 2025 tutorial by Karl Bittner that extends earlier hexaquo grass parts…
96% match
· <code><blog><demo><form><geometry><long><mesh><space> - Surfel-based global illumination on the web
Surfel-based global illumination on the web is a January 2026 interactive article by Jure Triglav on implementing surfel GI with WebGPU compute shaders in the browser.
It walks…
85% match
· <code><advanced><blog><against><form><interactive><long><mesh> - Fun with MeshBlend!
Fun with MeshBlend is a July 2025 essay on c0de517e.com that reverse-engineers how a mesh-to-mesh material blending effect like Tore Lervik's Unreal MeshBlend plugin could work,…
85% match
· <code><advanced><blog><form><geometry><long><mesh><space> - The Geometry Behind Normal Maps
The Geometry Behind Normal Maps is a technical article by Shlomi on shlom.dev that explains the geometric meaning of tangent space and how that local frame supports normal…
83% match
· <math><blog><form><geometry><long><mesh><planes><space> - Half-baked: Probe warping
Half-baked: Probe warping is a personal technical essay on c0de517e.com about warping depth-aware probe data baked at one location to approximate results at another.
After…
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· <code><math><advanced><blog><against><derives><half><library> - Warnock: Harnessing GPU Geometry Amplification for Vector Graphics
HPG talk by Mark Kilgard on Warnock, a research GPU library for filling and stroking 2D vector paths from a compact baked buffer.
77% match
· <code><math><advanced><against><geometry><library><mesh><space> - Reconstructing Physically Stable 3D Scenes from a Single Image
Reconstructing Physically Stable 3D Scenes from a Single Image is a single research paper with a public REST3D project site, code release, and demo videos.
77% match
· <code><math><advanced><against><demo><geometry><mesh><physics> - niagara: Cooking geometry
[video] niagara: Cooking geometry is a multi-hour live coding stream by Arseny Kapoulkine on the niagara project, focused on making scene loading faster by caching optimized…
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· <code><advanced><form><geometry><half><long><three> - On Shaping Light
On Shaping Light is a June 2025 tutorial article by Maxime Heckel on combining post-processing with volumetric raymarching to build real-time light shafts for React Three Fiber…
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· <code><blog><form><geometry><long><space><three> - Filtering -vs- Graphics Round 2
[video] Filtering -vs- Graphics Round 2 is a roughly 26-minute YouTube talk by Neokineogfx that continues an earlier filtering-versus-graphics discussion with a focus on…
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· <math><demo><geometry><interactive><mesh><space> - Implementing a foil sticker effect
Implementing a foil sticker effect is an August 2025 technical blog post by Nikolaos Papadopoulos on 4rknova.com showing a custom Three.js shader for peeling holographic foil…
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· <blog><papadopoulos><demo><interactive><solver><three><without> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <blog><geometry><half><interactive><mesh><without> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
65% match
· <code><math><advanced><against><geometry><mesh><without> - Quadric-Based Silhouette Sampling for Differentiable Rendering
Quadric-Based Silhouette Sampling for Differentiable Rendering presents a SIGGRAPH 2025 ACM TOG paper by Mariia Soroka, Christoph Peters, and Steve Marschner on importance…
65% match
· <code><math><advanced><geometry><interactive><mesh><space> - I Tried Ray-Tracing Glass and Rainbows
[video] I Tried Ray-Tracing Glass and Rainbows is a Coding Adventure YouTube episode by Sebastian Lague that extends a path tracer with dielectric glass, caustics, and a…
62% match
· <code><math><demo><form><long><mesh> - Once Upon a Pixel: How Crysis Changed Real-Time Lighting Forever
Once Upon a Pixel: How Crysis Changed Real-Time Lighting Forever is an OGLDEV YouTube tutorial that teaches Screen Space Ambient Occlusion (SSAO) through Crytek's Crysis-era…
62% match
· <code><math><form><implements><long><space> - Nanite + Reyes
Technical blog post by Brian Karis on Graphic Rants describing how Unreal Nanite gains Reyes-style tessellation for displacement without changing Nanite mesh data.
60% match
· <code><advanced><blog><form><long><mesh><without> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
60% match
· <code><advanced><blog><form><geometry><long><without> - CuRast: Cuda-Based Software Rasterization for Billions of Triangles
CUDA software rasterizer for dense opaque meshes with hundreds of millions to billions of triangles, without precomputed LODs or acceleration structures.
58% match
· <code><advanced><demo><geometry><three><without> - Old school rendering rant - Tomb Raider
Old school rendering rant - Tomb Raider is a long-form Medium article by Reinig David in a series on late-1990s software rendering techniques.
The post dissects Tomb Raider III…
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· <code><blog><clipping><form><long><without>