I think this effect is a usability nightmare. That said it's interesting to see which CSS and SVG tricks can be used to simulate it. This opens the door to other effects.
Very interesting exploration of the various types of blurs used in games and GUIs. Starting simple then building up all the way to the Dual Kawase Blur... and a bit beyond.
Nice effect, well explained with a shader implementation.
Nice deep dive into the theory behind PBR approaches.
Looks like a neat way to learn shader programming.
That's a good point too often overlooked by people complaining at Wayland. It indeed enable form factors and uses cases that we couldn't address with X11.
Nice explanation on the options for anti-aliasing when rendering using SDFs
Excellent news on the PNG standard front!
Looks like an interesting vector editor.
Nice move. It doesn't have to be about rewriting everything in Rust. Still there are some areas where we can benefit from the language and sandboxing.
There's always been disinformation in time of wars. The difference is the scale and speed of producing fake images now.
The hardware is there, the software not so much. Now I'd argue that the author overestimate the availability of said hardware in households.
This is in my opinion one of the most difficult tasks when rendering with the GPU. Texts are really hard to get right.
Somehow this is funny that it works at all. With the advent of SPIR-V we're clearly seeing more experiments in the shading languages space.
Good reminder of all the nice animations you can do with a few dots and a couple of simple equations.
Very nice deep dive into the reasoning behind a wavy gradient effect. It shows the best effect have several layers of refinements and tricks. Each trick is explained separately nicely, this is a good read.
Nice tutorial for rendering water. It gets more complex from there but this one is doing quite a lot already.
Interesting stuff. This should ease greatly sharing code between shaders and the host application, especially for data specification which is easy to get wrong.
Wow, very smart approach to solve discontinuity issues when quads are turned into triangles.
Really nice in depth post. Everything you ever wanted to know about antialiasing but didn't dare asking.