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This is a nice little algorithm and it shows how to approach it in Python while keeping it efficient in term of operations.
Struggling to understand tangent space and normal maps? This post does a good job to explain where this comes from.
We take text rendering for granted. That said, it's easier said than done, especially on the GPU.
Interested in how dithering works? All the algorithms you will ever need are probably on this list.
It's just impressive what we can achieve with instanced rendering. Even the mobile web browsers support it nowadays.
Wonder what is gamma correction and why it's needed? This is a nice and short explanation.
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.