- details a GPU-driven LOD system using solid angle calculations on camera unit spheres
- projects mesh AABBs onto the unit sphere to estimate screen coverage for LOD selection
- implements bindless rendering with unified vertex/index buffer access across all LOD levels

- demonstrates a technique to use JPEG textures for real-time integration using OpenGL and CUDA
- uses deferred rendering to identify required JPEG blocks before collaborative workgroup decoding
- presents the pipeline that is defined by geometry, mark, decode, and finally the resolve pass

- comprehensive overview of a 2D renderer that unifies sprites, shapes, and text in single draw calls
- presents runtime sprite atlas compilation that automatically manages texture packing for the user
- uses signed distance functions for shape rendering with unified antialiasing, rounding, and stroke support

- tutorial covering cubemap implementation in Vulkan
- explains cubemap texture setup and sampling techniques
- demonstrates environment mapping to render a skybox around the viewer position

- details the process of translating SSE intrinsics to Neon for Unity’s Burst compiler
- presents optimization techniques that improved performance by 2.3x through removing allocations
- discusses challenges with instruction equivalence and shows SIMD vectorization achieving 7-15x speedups

- video walkthrough of implementing a fluid dynamics simulation for smoke
- covers the mathematical foundations and implementation details of smoke simulation
- covers Navier-Stokes equations as well as dynamic simulation with pressure solving and velocity interpolation

- presents an improved formula for converting sRGB colors to greyscale in gamma space
- explains why the standard Rec. 709 coefficients are technically incorrect when used with gamma-corrected values
- compares alternative coefficients optimized for nonlinear color space with visual examples

- introductory video tutorial on writing shaders in Unity
- covers the fundamental concepts of shader programming for beginners
- walks through creating a basic shader from scratch

- introduces a diagnostic tool for measuring WGSL shader compilation times in WebGPU
- provides complexity sliders to generate shaders of various sizes for benchmarking
- reveals significant differences between cold and warm compilation timings across browsers

- announces the availability of recordings and materials from Slang’s SIGGRAPH 2025 sessions
- includes hands-on lab materials covering language fundamentals, modules, and automatic differentiation
- provides access to neural shading course materials as well as a session presenting how developers use the technology

- video presentation on the Motion Fields for Interactive Character Animation paper
- discusses reinforcement learning techniques for generating responsive character movements
- present a practical implementation of the technique with an in-depth explanation

- video explaining the intuition and mathematics behind Laplace transforms
- presents the transform as a tool for converting differential equations into algebraic ones
- shows visual interpretations of the mathematical concepts

Thanks to Keith O’Conor for support of this series.
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