- introduces a cost-effective alternative to 3D simplex noise using modified gyroid functions
- provides code and presents practical examples of the technique

- tutorial implementing volumetric light beams using billboard techniques inspired by Half-Life 2
- covers billboarding mathematics, proximity fade implementation, and procedural beam shape generation
- includes gradient overlays and animated noise to improve the visuals further

- presentation tracing the evolution of graphics processing units from early hardware to todays designs
- covers key milestones in GPU development and their impact
- additionally covers more recent hardware developments and what might be next

- detailed analysis of AMD’s RDNA4 GPU architecture focusing on efficiency improvements in raytracing and compute
- discusses enhanced memory subsystem, improved compression and memory barrier improvements

- comprehensive guide to understanding GPU architecture for machine learning applications
- compares GPU and TPU design philosophies, covering memory hierarchies and networking topologies
- provides practical analysis for scaling large language models on GPU clusters

- the video explains how gaussian splats can be used to compress images
- starts with a high level explonation of gaussian splats
- takes this information as starting point to explain the compression process step by step

- video tutorial focusing on performance optimization for individual rendering draw calls
- presents how to use PIX to identif long draw calls, investigate the pipeline state to detect performance issues
- how to apply the investigation results back in the engine(s) and the effect of the optimizations

- presentation by computer graphics pioneer Ed Catmull at SIGGRAPH 2025 pioneers session
- discusses the story of making Toy Story
- followed by an extensive Q&A session

Thanks to Jhon Adams for support of this series.
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