- 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…
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· <code><blog><demos><form><interactive><long><pixels><ray> - SDF game engine? | Mike Turitzin
Wookash Podcast YouTube interview with Mike Turitzin about learning graphics programming and building a WebGPU signed distance field game engine aimed at a specific Steam game.
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· <code><aimed><field><form><long><path><tracing><versus> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
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· <code><blog><form><long><path><ray><readers><scenes> - How To Use Marching Cubes Practically In Games [DeepDive][Part 1]
How To Use Marching Cubes Practically In Games [DeepDive][Part 1] is a long-form YouTube deep dive by ArterraOfficial on production concerns when using marching cubes for mutable…
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· <code><demos><field><form><framed><long><marching><versus> - 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><general><blog><demos><form><image><interactive><long> - Field Guide to TSL and WebGPU
Field Guide to TSL and WebGPU is a free long-form tutorial by Maxime Heckel on porting WebGL and Three.js effects to Three.js Shading Language and the WebGPU backend.
It…
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· <code><blog><demos><field><form><interactive><long><map> - I3D 2025 Papers Session 6 - Neural & Splatting
A YouTube recording of I3D 2025 Papers Session 6 on Neural and Splatting, hosted on the I3D Symposium channel.
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· <code><aimed><field><gaussian><nerf><path><ray><splatting> - 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><blog><aimed><form><long><marching><ray><raymarching> - Inline vs Pipeline Ray Tracing
Inline vs Pipeline Ray Tracing is a November 2025 Evolve Benchmark blog post by Manon Oomen comparing the two DirectX and Vulkan-style ray-tracing programming models as…
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· <code><blog><form><long><ray><readers><strategies><tracing> - ReGIR - An advanced implementation for many-lights offline rendering
ReGIR - An advanced implementation for many-lights offline rendering is a long technical post by Tom Clabault on Reservoir-based Grid Importance Resampling for next-event…
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· <code><blog><long><order><path><readers><scenes><tracing> - AMD's RDNA4 GPU Architecture at Hot Chips 2025
AMD's RDNA4 GPU Architecture at Hot Chips 2025 is a technical blog article by Chester Lam on Chips and Cheese that unpacks AMD's Hot Chips 2025 presentation of the RDNA4…
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· <code><blog><image><point><rasterization><ray><structured><tracing> - 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><demos><form><long><map><raymarching><scenes> - Gaussian Point Splatting
Gaussian Point Splatting proposes a stochastic method for rendering massive 3D Gaussian Splatting scenes by sampling pixel-sized opaque points from Gaussians, splatting via…
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· <code><gaussian><gaussians><interactive><point><rasterization><scenes><splatting> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
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· <code><demos><gaussian><point><scenes><splatting><triangles><versus> - 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…
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· <code><form><long><path><ray><tracing><versus><want> - Learning the integral of a diffusion model
Blog post by Sander Dieleman explaining flow maps as models that predict any point on a diffusion noise-to-data path from any other point, instead of only the local tangent…
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· <blog><aimed><map><path><point><readers><versus><want> - 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
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· <form><long><marching><ray><raymarching><scenes><want> - Casey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake – BSC 2025
Casey Muratori - The Big OOPs: Anatomy of a Thirty-five-year Mistake is a Better Software Conference 2025 talk by Casey Muratori on how object-oriented hierarchy modeling shaped…
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· <code><general><form><interactive><long><object><versus><want> - 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…
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· <general><beginner><blog><aimed><interactive><ray><readers><versus> - 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…
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· <general><blog><clouds><marching><object><ray><raymarching><readers>