There was an era of hybrid techniques in video games before it mostly went full real-time 3D. It gave interesting results, here is an example.
Everything you wanted to know about atmosphere rendering but didn't dare ask. Very good piece, makes me want to write a live wallpaper for Plasma. :-)
Huh! Indeed I'd have fallen in this trap too. Totally unexpected behavior, and of course not all GPUs interpolate the same, so it can stay hidden until too late.
Lots of interesting tricks in this code base. Gives also a good idea of the shape and tradeoffs of such ports.
Good exploration on how to make grid shaders. It's definitely not a simple problem.
Long and good walkthrough on how to render nice clouds in real time.
It's not that silly. It can come in useful in some cases, for artistic or debug reasons.
Looks like a nice resource to get started with graphics and 3D.
Nice to see another game engine go the Free Software route. This one is particularly feature packed.
Looks like a neat software library for procedural geometry.
Struggling to understand tangent space and normal maps? This post does a good job to explain where this comes from.
It's just impressive what we can achieve with instanced rendering. Even the mobile web browsers support it nowadays.
Clearly a big step in Blender history. I wish them success through this transition. Blender is a very important and influential product in its space.
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 deep dive into the theory behind PBR approaches.
OK, the concept if really mind bending. The tech behind it is really interesting.
Looks like an interesting game engine. Didn't know about its existence.
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.