- 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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· <shaders><light><marching><ray><raymarching><screen><source><space> - A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU is Muhammad Anas and Alan Wolfe's JCGT paper presenting a texture-based GPU method that evaluates Bézier curves…
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· <code><advanced><paper><accessible><against><jcgt><last><link> - Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion
Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion.
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· <code><advanced><paper><accessible><depth><last><link><ray> - 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.
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· <code><advanced><paper><accessible><against><applies><last><link> - 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.
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· <code><advanced><paper><accessible><against><last><link><method> - Forget Superresolution, Sample Adaptively (when Path Tracing)
Forget Superresolution, Sample Adaptively (when Path Tracing) presents an MPI for Informatics paper by Martin Bálint, Corentin Salaün, Hans-Peter Seidel, and Karol Myszkowski on…
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· <shaders><advanced><paper><accessible><last><link><method><ray> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume is the Eurographics 2026 paper by Arno Coomans, Giacomo Nazzaro, and coauthors from Huawei Technologies and Graz University of…
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· <code><advanced><paper><accessible><buffer><last><link><ray> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
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· <code><shaders><advanced><paper><accessible><buffer><last><link> - 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><advanced><paper><accessible><faster><last><link><method> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
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· <code><advanced><paper><accessible><against><caustics><last><link> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <code><shaders><advanced><paper><accessible><faster><jcgt><last> - Jackknife Transmittance and MIS Weight Estimation
Jackknife Transmittance and MIS Weight Estimation is a SIGGRAPH Asia 2025 paper by Christoph Peters, published in ACM Transactions on Graphics and summarized on the Moments in…
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· <shaders><advanced><paper><accessible><depth><discusses><last><link> - Variable-Rate Texture Compression: Real-Time Rendering with JPEG
Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer,…
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· <code><shaders><advanced><paper><accessible><buffer><last><link> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
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· <code><advanced><paper><accessible><fast><jcgt><last><light> - 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…
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· <code><advanced><paper><accessible><discontinuities><last><light><link> - Real-Time GPU Tree Generation
Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik…
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· <code><shaders><advanced><paper><accessible><against><buffer><last> - 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><shaders><buffer><depth><light><raymarching><screen><space> - Real-time Image-based Lighting of Glints
Real-time Image-based Lighting of Glints.
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· <code><shaders><advanced><paper><accessible><fast><last><link> - The Minimal Retroreflective Microfacet Model
The Minimal Retroreflective Microfacet Model presents MRM, which turns any microfacet BSDF into a physically plausible retroreflective model by reflecting the view direction…
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· <shaders><advanced><paper><accessible><jcgt><last><link><standard> - Implicit Position-Based Fluids (IPBF)
Implicit Position-Based Fluids (IPBF) presents a Utah Graphics Lab incompressible SPH method by Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, and Cem Yuksel that uses…
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· <code><advanced><paper><accessible><fast><last><link><method>