- presents a classification system for rendering engines based on their architectural approaches
- focuses on the importance of context to discuss decisions and tradeoffs

- article explaining the foundation of the Poisson distribution
- develops an intuitive way to help understanding first and then derives the mathematical model from this

- supplementary video for a research paper on improving Sobol’ sequence quality
- visualizes the differences between traditional Sobol’ sequences and ones with guaranteed quality 2D projections
- explains the process how to generated improved sequences

- benchmark comparing FBX file format parsing libraries: ufbx, Autodesk FBX SDK, AssImp, and OpenFBX
- identifies significant performance issues with the official Autodesk FBX SDK, and shows that ufbx is a lot faster

- introduces a new website displaying D3D12 GPU feature support information across different hardware and drivers
- allows easy identification of supported DirectX 12 features on specific hardware configurations
- asks developers to submit information to make more data available to the community

- detailed technical article examining performance issues in the index decoder
- explores CPU microarchitecture issues related to store-to-load forwarding that occur in specific compiler-generated code patterns
- explains how seemingly innocuous code changes by compilers can create serious performance bottlenecks in high-performance code

- comprehensive technical resource clarifying common misconceptions about 2D Lanczos filtering
- proves that the correct 2D application of Lanczos is separable and not a radial basis function
- addresses practical implementation issues like “deringing”
- particularly useful for temporal anti-aliasing and upscaling applications like those in FSR and SGSR

- research paper presenting a novel lightweight path guiding algorithm for real-time applications
- uses a von Mises-Fisher mixture model controlled by a Markov chain process to represent light distribution
- demonstrates effective guiding for both global illumination and single scattering in participating media, with demos in a Quake path tracer

- video tutorial on implementing reflection and refraction effects in OpenGL
- covers environment mapping, Fresnel effects
- explains both the theoretical foundations and practical shader implementations

- detailed technical analysis and implementation of the iconic fog effect from Silent Hill on original PlayStation hardware
- explains the technical constraints and creative workarounds used in the original game
- detailed discussion how to the effect is implemented on PS1 hardware

- part of an ongoing series about custom lighting models in real-time graphics
- focuses on recreating the distinctive high contrast black and white imagery lighting style of film noir
- covers techniques for dramatic shadows, stylized highlights, and atmospheric lighting effects
- presents the implementation in Unity and Unreal

- announces open registration for REAC 2025, scheduled for June 10-11, 2025 online

- preview video showcasing upcoming papers from the I3D 2025 conference
- covers a wide range of topics from weather simulation, physics effects, crowd animation, voxel rendering and much more

Thanks to Graham Wihlidal for support of this series.
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