Graphics Programming weekly - Issue 448 - July 27th, 2026 | Jendrik Illner - 3D Programmer
Graphics Programming Weekly 448
Mon, Jul 27, 2026
weekly
How to Read Mathematics? - A study guide
provides a guide on how to independently work through mathematical papers, textbooks, and lecture notes
emphasizes that reading mathematics is a difficult skill that requires specific methods to learn effectively
outlines actionable steps to build a solid foundation and identify underlying structures in mathematical texts
wayback-archive
Ray tracing massive amounts of animated geometry using tetrahedral cages
tackles the scaling problem of ray tracing animated geometry by decoupling animation cost from triangle count
introduces a technique using low-resolution tetrahedral cages to deform static mini-meshes in the rest-pose space
wayback-archive
Volumetric FX for the 2D world of The Bad Guys 2
details the creation of volumetric effects that match the traditional hand-drawn 2D style of The Bad Guys 2
explores a hybrid workflow combining 3D geometry and lighting with art-directed flattening and 2D linework
wayback-archive
Taming optimization variance in compact neural shading networks
addresses optimization instabilities in small neural networks used for real-time neural shading
introduces a multi-instance training approach that uses an ensemble to explore weights efficiently and prune underperforming instances
revisits loss functions and input parameterization to improve quality when learning high dynamic range reflectance functions
wayback-archive
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering
presents a volumetric representation using mixtures of anisotropic Gabor kernels to achieve continuous level-of-detail
enables faster rendering by pruning primitives in the frequency and orientation domains
leverages the low-frequency Gaussian base as a control variate to accelerate volumetric path tracing
wayback-archive
[video] I3D 2026 Keynote: Naty Hoffman's Keynote - Lessons from Digging in Game Dev and Adjacent Trenches
shares lessons from a career spanning game development, CPU architecture, and graphics research
emphasizes “persistence with purpose,” encouraging developers to adjust their route after setbacks without abandoning their ultimate goals
highlights the importance of seizing technical knowledge from unexpected sources and bridging the gap between artists and engineers
advocates for continued research into wave optics and better BRDF models, noting that current production standards are not the final destination
[video] Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
introduces Mesh Terrain, an experimental non-destructive terrain system in Unreal Engine 5.8 that enables overhangs and vertical cliffs
replaces traditional heightfields with a partitionable mesh stack that leverages Nanite
utilizes a layer-based modifier workflow allowing modifications without destroying underlying data
integrates with the Procedural Content Generation (PCG) to automate material blending and asset scattering via paintable attributes
Stylized GGX shading — toon specular highlights
explores a method to achieve toon-style specular highlights by modifying the Trowbridge-Reitz NDF within a PBR pipeline
introduces a “Specular Size” parameter to expand highlights while preserving the original GGX shape
details a version that matches the original energy distribution at high roughness to avoid over-brightening
wayback-archive
Real-Time Level-of-Detail Rendering with ReSTIR
introduces a surface point mapping that enables sample reuse in ReSTIR across meshes with different topologies
enables LoD-aware ReSTIR by maintaining valid spatiotemporal reuse even when geometry LoD changes between frames
wayback-archive
A field guide to rendering: from triangles to Gaussians
provides a comprehensive tour of rendering strategies, categorizing them into object-order and image-order approaches
traces the history from early rasterization and ray casting to real-time path tracing and neural representations like NeRF
discusses the recent shift towards captured realism with 3D Gaussian splatting, highlighting how it bridges the gap between point clouds and real-time performance
wayback-archive
[video] I Tried Coding my own Graphics Library
documents the journey of building a custom, lightweight Vulkan-based graphics and compute library in C++
covers the implementation of primitive rendering, perspective projection, depth testing, and vertex structures using Slang shaders
explores GPU-accelerated simulations via compute shaders and instanced rendering
details a handle-based API to simplify engine usage and cross-language integration
[video] I3D 2026 Fireside Chat with Naty Hoffman and Eric Haines
features a conversation between Naty Hoffman and Eric Haines discussing the 40-year evolution of computer graphics
explores the...