- The blog at the bottom of the sea
Alan Wolfe's blog on graphics programming, blue noise, sampling, path tracing, GPU sorting, and game-dev math.
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· <math><optimization><advanced><carlo><fast><jcgt><monte><noise> - Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
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· <based><entry><link><noise><online><techniques><time><uses> - Crystal Shader Breakdown (Cyanilux)
A Cyanilux Shader Graph walkthrough for Unity URP that builds an unlit transparent crystal with object-space Y colour gradients, camera opaque-texture refraction, Fresnel opacity, and HDR glow for bloom.
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· <based><between><entry><link><online><space><techniques><uses> - Dissolve Shader Breakdown (Cyanilux)
URP Shader Graph breakdown by Cyanilux on dissolve effects: Step and noise clip fragments with glowing edges, height-axis variants, and view-space UVs to reduce seam artifacts.
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· <based><entry><link><noise><online><provides><space><techniques> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
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· <based><entry><link><noise><online><space><techniques><uses> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
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· <access><last><online><real><screen><space><techniques><time> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <code><advanced><access><aware><between><fully><online><real> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules.
Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
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· <access><based><grid><last><many><online><real><techniques> - Voronoi Maps (Red Blob Games)
Amit Patel (Red Blob Games) interactive Voronoi map tutorial builds region diagrams step-by-step with JavaScript demos - ideal for understanding Lloyd relaxation, biomes, and proce
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· <access><many><noise><online><page><real><time><working> - DLSS 5: Generative Neural Rendering
DLSS 5: Generative Neural Rendering.
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· <optimization><advanced><paper><accessible><last><link><neural><real> - A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
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· <code><math><advanced><paper><accessible><based><illumination><last> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><math><optimization><advanced><paper><accessible><beyond><last> - Lightweight attention-based indirect illumination
AMD GPUOpen article on a lightweight attention-based neural model for real-time indirect illumination presented at SIGGRAPH 2026.
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· <code><advanced><based><illumination><lighting><multi><neural><real> - Variable rate ray tracing in call of duty: modern warfare 4
SIGGRAPH 2026 Advances in Real-Time Rendering slides by Michał Olejnik (Infinity Ward) on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4.
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· <code><optimization><advanced><engineers><fast><gpu><rays><real> - Upgrading pssr on playstation5 pro
SIGGRAPH 2026 Advances slides by Daniel Craig (Sony Interactive Entertainment) on upgrading PlayStation Spectral Super Resolution on PS5 Pro.
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· <code><optimization><advanced><daniel><engineers><gpu><network><resolution> - Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles
Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles is Bjorn Vermeersch's JCGT paper on parametric disc–square mappings that send…
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· <math><advanced><paper><accessible><based><between><jcgt><last> - 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><math><advanced><paper><accessible><based><fixed><gpu> - Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow is a paper by Haojie Jin, Fujia Su, Zehui Lin, Chenxiao Hu, Jierui Ren, Yuqing Yuan, Yanchen Zhang, Zhongtao…
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· <code><optimization><advanced><paper><accessible><last><light><link> - Taming optimization variance in compact neural shading networks
Taming optimization variance in compact neural shading networks.
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· <code><math><advanced><paper><accessible><last><link><multi> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
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· <code><optimization><advanced><paper><accessible><keeps><last><link>