- Physically Based Content
Physically Based Content is a long essay by principal rendering engineer Pablo Zurita on irradiance.ca about authoring geometry, materials, lighting, and cameras so PBR engines…
58% match
· <general><blog><based><light><profiles><reality> - SIMD Started It, SIMT Improved It
SIMD Started It, SIMT Improved It is a January 2026 ACM SIGGRAPH Blog article by Jon Peddie of Jon Peddie Research on how GPU execution models evolved from SIMD pipelines to SIMT…
52% match
· <blog><acm><features><siggraph> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
50% match
· <blog><features><light><visualization> - A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
50% match
· <based><light><siggraph><transformer> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
50% match
· <based><features><light><visualization> - 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…
50% match
· <acm><features><light><siggraph> - 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…
50% match
· <acm><based><light><siggraph> - A Game Developer’s Guide to SIGGRAPH 2026: Building Your Week Beyond the Games Summit
ACM SIGGRAPH blog guide for game developers attending SIGGRAPH 2026, starting from the inaugural Games Summit and mapping related sessions across the week.
49% match
· <general><all><blog><conferences><acm><siggraph> - Vision Transformers
Vizuara AI Labs newsletter article by Mayank Pratap Singh on understanding and fine-tuning Vision Transformers for image classification.
46% match
· <general><blog><based><transformer><vision> - SIGGRAPH 2025 Links
SIGGRAPH 2025 Links is a curated blog roundup by Stephen Hill that indexes public materials from SIGGRAPH 2025 rather than presenting a single talk or paper.
It groups…
46% match
· <general><all><based><blog><siggraph> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
44% match
· <general><based><features><projects> - 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…
44% match
· <general><based><features><siggraph> - Fog Plane Shader Breakdown (Cyanilux)
Shader Graph tutorial for unlit fog planes on quads that sample scene depth for vertical fog and doorway fades, with simple and accurate reconstruction paths in Unity URP.
40% match
· <blog><based><light> - Intro to Shader Graph (Cyanilux)
Long-form Cyanilux primer on Unity Shader Graph: package and URP/HDRP setup, graph templates, the node editor, data types, previews, properties, keywords, and sub-graphs.
40% match
· <blog><based><features> - 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
40% match
· <blog><based><siggraph> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
40% match
· <blog><based><light><projects> - Please Steal my Meshing Algorithm Idea
Matt Keeter blog sketch of an implicit-surface meshing idea that separates QEF-based surface point generation (as in dual contouring) from manifold mesh construction via…
40% match
· <blog><based><features> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
40% match
· <blog><based><light> - Adventures in Neural Rendering part 2: Cooperative vectors
Technical blog post by Kostas Anagnostou on Interplay of Light, part 2 of Adventures in Neural Rendering, on Cooperative Vectors for MLP inference in shaders.
40% match
· <blog><features><light> - Spectral rendering, part 3: Spectral vs. RGB
Spectral rendering, part 3: Spectral vs.
40% match
· <blog><light><mixed>