A bit C++ and game engine focused (to be expected since this is were this kind of techniques originate from), bit very good explanation on how to have packed layouts for your objects and reduce pressure on memory allocation for data intensive tasks.
Good explanations of why you might want to revert the Z axis on your projection matrices. Of course it boils down to how float precision works.
It looks more and more like WebGPU will be the cross-platform graphics API we've been waiting for. Vulkan didn't end up in this position but WebGPU seems to get there.
Looks like a really nifty 3D procedural generator. I wish I'd have an excuse to use it on a project.
Nice overview of WebGPU. Also does a decent job laying out the history of graphics APIs. With WebGPU bound to be more widespread and available outside of the browsers things will get very interesting.
This is really a huge update. Brings in lots of features which were clearly missing.
This is impressive results. Clearly much less artifacts than on previous such models.
Looks like a nice reference about WebGPU. Unsurprisingly it covers some 3D basics as well.
This is a big milestone for 3D and computation on GPUs from the browser. I suspect it will have interesting security implications though, we'll see.
Now this is a truly impressive technology! This will make facial motion capture a really smoother process.
This is a huge! DreamWorks Animation releasing its rendering pipeline as free software.
This is a huge release. Lots of very strong and needed feature to be a competitive engine. Congrats!
Looks like an interesting runtime. Seems to make it easy to create multiplayer 3D experiences. Maybe too easy to be true? I guess I need to find an excuse to test it.
A very neat 3D experiment in the browser. The 3D abilities in this context made a lot of progress lately.
This WebGPU framework is getting interesting. Definitely something to keep an eye on and evaluate for productive uses. Obviously requires WebGPU to be widely available before banking on it.
Excellent analysis and explanation of the stutter problem people experience with game engines. It's an artifact of the graphics pipeline becoming more asynchronous with no way to know when something is really displayed. Extra graphics APIs will be needed to solve this for real.
OK, this is really cool for all your realistic height map needs!
The latest Blender Open Movie. Again a very good one!
Nice resources to build physically based simulations. Quite a few topics to explore.
That looks like a nice even though a bit niche 3D model editor. I like this kind of style.