- The mathematical beauty of hyperbezier curves
Linebender post proposing hyperbezier curves as a curve family that can replace cubic Béziers in 2D vector design.
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· <math><advanced><blog><beziers><cubic><curvature><curve><derives> - Quantizing tangent frames
Quantizing tangent frames is a technical blog article by Arseny Kapoulkine.
Blog post by Arseny Kapoulkine comparing compact encodings for orthonormal tangent frames, including…
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· <code><math><advanced><blog><diagrams><discusses><post><tangent> - Spatial hashing for raytraced ambient occlusion
Spatial hashing for raytraced ambient occlusion is a November 2025 Interplay of Light post by Kostas Anagnostou on caching RTAO in a sparse spatial hash instead of dense 3D…
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· <code><math><advanced><blog><diagrams><instead><post><stable> - 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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· <code><math><advanced><blog><derives><discusses><interactive><multi> - 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><classic><constraints><diagrams><discusses><interactive><technical> - 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.
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· <code><math><blog><bezier><cubic><curve><post><stable> - 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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· <code><advanced><blog><instead><multi><post><solution><technical> - 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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· <code><advanced><blog><diagrams><instead><multi><post><technical> - 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…
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· <math><advanced><blog><bezier><cubic><interactive><post><technical> - Focus on Your Algorithm—NVIDIA CUDA Tile Handles the Hardware
This is an NVIDIA developer blog by Jonathan Bentz and Tony Scudiero introducing CUDA Tile in CUDA 13.1 as a virtual instruction set for tile-based GPU programming that abstracts…
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· <code><blog><classic><diagrams><handles><includes><post> - ASCII characters are not pixels: a deep dive into ASCII rendering
ASCII characters are not pixels: a deep dive into ASCII rendering is a January 2026 Alex Harri blog post on building an image-to-ASCII renderer that picks glyphs by shape instead…
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· <code><blog><diagrams><instead><interactive><multi><post> - 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…
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· <code><math><advanced><blog><cad><diagrams><post><technical> - 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…
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· <code><math><advanced><blog><derives><diagrams><post><technical> - Single-pass palette refinement and ordered dithering
Single-pass palette refinement and ordered dithering is a technical blog article by Pekka Väänänen.
Experiment showing online k-means color quantization that produces ordered…
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· <code><math><blog><diagrams><includes><post><technical> - Fast and Gorgeous Erosion Filter
Fast and Gorgeous Erosion Filter is a technical blog article by Rune Skovbo Johansen.
Blog post on a GPU-friendly procedural erosion filter that adds branching gullies and…
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· <code><math><blog><diagrams><instead><post><technical> - GSWT: Gaussian Splatting Wang Tiles
GSWT: Gaussian Splatting Wang Tiles presents a SIGGRAPH Asia 2025 method by Yunfan Zeng, Li Ma, and Pedro V.
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· <code><math><advanced><constraints><diagrams><includes><multi> - 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…
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· <code><math><bezier><cad><curvature><curve> - A Decade of Slug
A Decade of Slug is a March 2026 Terathon blog post by Eric Lengyel marking ten years of the Slug Algorithm for GPU font and vector rendering from Bezier curves.
The article…
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· <code><advanced><blog><bezier><diagrams><multi><post> - Shipping Neural Texture Compression in Assassin’s Creed Mirage
A Ubisoft technical article on shipping neural texture compression for PBR materials in Assassin's Creed Mirage to cut texture memory while keeping visual quality.
It explains…
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· <code><advanced><blog><constraints><diagrams><includes><technical> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
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· <code><advanced><blog><classic><includes><post><technical>