Reposted by Pavel🥤🇺🇦Matt Henderson @matthen.com · 03/10/2026Visualising the distribution of substrings in the genomes of different organisms. Going up to depth eight by recursively splitting into quadrants, we get these fractal-like pictures. 816634
Reposted by Pavel🥤🇺🇦Adam Sawicki @asawicki.info · 25/09/2026I published online my 2 articles that have been published in Polish paper magazine "Programista" many years ago, in EN and PL version: - "Time Measurement in Game Programming" - "Writing Efficient C++ Code" Maybe a bit outdated, but maybe still useful? asawicki.info/news_1804_tw...asawicki.infoTwo articles: Time Measurement in Game Programming, Writing Efficient C++ Code 033
Reposted by Pavel🥤🇺🇦Arseny Kapoulkine @zeux.io · 25/09/2026meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt... 29427
Reposted by Pavel🥤🇺🇦Terence Tao @teorth.bsky.social · 11/09/2026A group of 25 Fields Medalists, including myself, have made a joint declaration on Math and AI: mathandai.org . We welcome additional signatories. See also this article in the Economist announcing the declaration: www.economist.com/science-and-...mathandai.orgDeclaration — Math and AIRead the declaration and add your name. 422055930
Reposted by Pavel🥤🇺🇦Seamus Blackley @seamus.bsky.social · 09/09/2026arxiv.org/html/2609.03...arxiv.orgLarge-Language Models as a Cognitive Virus 1216
Reposted by Pavel🥤🇺🇦Marc B. Reynolds @marc-b-reynolds.bsky.social · 10/08/2026A post in which I claim it's no work at all to perform integer division in floating point. marc-b-reynolds.github.io/math/2026/08... #floatingpoint #optimization 194
Reposted by Pavel🥤🇺🇦MAK @makramd.bsky.social · 25/08/2026Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds research.zenseact.com/publications...research.zenseact.comDifferentiable Voronoi Ray Tracing Beyond Rasterization SpeedsTL;DR A differentiable ray tracer for novel view synthesis that renders faster than most rasterized splatting — 623 FPS on Mip-NeRF 360, 3.2× the fastest prior ray tracer and 2.8× 3D Gaussian Splatti... 072
Reposted by Pavel🥤🇺🇦ceruleite.bsky.social @ceruleite.bsky.social · 15/08/2026Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 by Michał Olejnik from Activision are now online - enjoy!! advances.realtimerendering.com/s2026/index.... 14724
Reposted by Pavel🥤🇺🇦vectorware.com @vectorware.com · 10/08/2026We are excited to announce that we can successfully use Rust's portable SIMD on the GPU. This has never been done before. www.vectorware.com/blog/simd-on... Supporting Rust's `core::simd` enables existing Rust code to work on the GPU and makes GPU programming more ergonomic.vectorware.comRust SIMD on the GPUGPU code can now use Rust's portable SIMD. We share the implementation approach and what this unlocks for GPU programming. 212524
Reposted by Pavel🥤🇺🇦Krzysztof Narkowicz @knarkowicz.bsky.social · 08/08/2026It's great to see ARM being so open about their neural joint denoising and upsampling, explaining their approach, network inputs, temporal stability and how they trained this network: community.arm.com/cfs-file/__k...community.arm.com 0308
Reposted by Pavel🥤🇺🇦ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index.... 05419
Reposted by Pavel🥤🇺🇦ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SPEEDING UP PATH TRACING VIA ORCA (ONLINE RADIANCE CACHE ACCELERATION) by @jontology2.bsky.social from EA SEED are now online - enjoy!! advances.realtimerendering.com/s2026/index.... 14217
Reposted by Pavel🥤🇺🇦Stephen Hill @selfshadow.com · 13/07/2026EGSR 2026 recordings: www.youtube.com/@egsr2026/pl... (Also linked from the programme: egsr2026.inria.fr/programme/) 02118
Reposted by Pavel🥤🇺🇦rat @pikaboi.bsky.social · 02/07/2026i'd like to present my argument against digital-only 4065541526
Reposted by Pavel🥤🇺🇦Ben Beilharz @engramm.ing · 06/07/2026Pretty cool new sim work by TUM: www.youtube.com/watch?v=-1Tx... Paper: ge.in.tum.de/download/ST-...youtube.comSIGGRAPH'26: Spatiotemporal FLIP for Fast Free-Surface and Two-Phase Sims With Very Large Time StepsYouTube video by Nils Thuerey 084
Reposted by Pavel🥤🇺🇦Cem Yuksel @cemyuksel.com · 01/07/2026Our #HPG2026 paper "Memory-Efficient Bounding Volume Hierarchies with Merged Nodes for Hardware Ray Tracing" introduces new ways of constructing BVHs that consistently outperform state-of-the-art BVHs for GPU ray tracing. Project page: graphics.cs.utah.edu/research/pro... @ebrunvand.bsky.social 25415
Reposted by Pavel🥤🇺🇦Arseny Kapoulkine @zeux.io · 30/06/2026meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt... 07521
Reposted by Pavel🥤🇺🇦Inigo Quilez @iquilezles.bsky.social · 27/06/2026I made a video about the smooth-maximum function, I hope you like it! youtu.be/6Qb6QtC6QMsyoutu.beA function you cannot do withoutYouTube video by Inigo Quilez 1541492
Reposted by Pavel🥤🇺🇦Sidney @justsid.bsky.social · 27/06/2026Probably the greatest bit of satire I’ve read in a long time: nesbitt.io/2026/06/26/i...nesbitt.ioIncident Report: CVE-2026-LGTMA series of unfortunate agents. 031
Reposted by Pavel🥤🇺🇦Cem Yuksel @cemyuksel.com · 27/06/2026Our #SIGGRAPH2026 paper "Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" improves #ReSTIR by reusing previously occluded samples. Video: youtu.be/-ya1bBnwx38 Project Page: graphics.cs.utah.edu/research/pro... 05012
Reposted by Pavel🥤🇺🇦Shannon Woods 🦡🖥️👾 @shannonin3d.bsky.social · 24/06/2026Do you like shaders? Do you hate shaders? Do you use shaders frequently? Khronos wants your tasty shader feedback. www.surveymonkey.com/r/LKWFQ3Msurveymonkey.com2026 Shader Ecosystem SurveyTake this survey powered by surveymonkey.com. Create your own surveys for free. 124
Reposted by Pavel🥤🇺🇦Christoph Kubisch @pixeljetstream.bsky.social · 24/06/2026Khronos is running a survey on shading language usage www.surveymonkey.com/r/LKWFQ3Msurveymonkey.com2026 Shader Ecosystem SurveyTake this survey powered by surveymonkey.com. Create your own surveys for free. 055
Reposted by Pavel🥤🇺🇦Arseny Kapoulkine @zeux.io · 17/06/2026New blog post! In "Zigzag decoding with AVX-512", we look at two different ways to possibly (caveat emptor) speed up various forms of zigzag decoding with AVX-512 functionality that isn't just "wider registers"! zeux.io/2026/06/17/z...zeux.ioZigzag decoding with AVX-512I’ve been working on speeding up AVX-512 vertex decoding in meshoptimizer recently; in the process I stumbled upon two optimizations that I did not end up using but I thought they might be fun to writ... 0135
Reposted by Pavel🥤🇺🇦Cem Yuksel @cemyuksel.com · 11/12/2025A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page: graphics.cs.utah.edu/teapot/ 714837
Reposted by Pavel🥤🇺🇦Soma @somartist.bsky.social · 17/06/2026A dream was always to make a "cloud" tool. Now over the last 1-2 years I tried to build smth on and off. Now I made it work in the browser. WARNING! Depending on the settings it can take a lot of GPU power, so be careful. Only for people who know what they're doing. artbuddy.urlich.ch/cloudbox/ 1329775
Reposted by Pavel🥤🇺🇦Nikita Lisitsa @lisyarus.bsky.social · 15/06/2026A bit silly blog post today: can you find a vector NOT orthogonal to a bunch of other vectors? Somehow the answer is deeper than it sounds lisyarus.github.io/blog/posts/c...lisyarus.github.ioCan you find a vector not orthogonal to N others? 2141
Reposted by Pavel🥤🇺🇦Nikita Lisitsa @lisyarus.bsky.social · 09/06/2026New blog post! Kinda math-heavy this time, but I wanted to share about this weirdly fascinating things called quiver representations that generalize stuff from basic linear algebra to wild unsolvable problems 🤩 lisyarus.github.io/blog/posts/q... 34011
Reposted by Pavel🥤🇺🇦Adam Sawicki @asawicki.info · 05/06/2026Vulkan Memory Allocator new release 3.4.0 with many additions, improvements, and fixes. If you use code from the "master" branch, you already have them, but if you rely on the official Releases, you should upgrade. This one gathers >1 year of development. github.com/GPUOpen-Libr...github.comRelease v3.4.0 · GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocatorAdded file AGENTS.md for agentic AI. Added member VmaAllocationCreateInfo::minAlignment (#523). Remember to always fully initialize structures with zeros and don't rely on their specific sizeof to... 083
Reposted by Pavel🥤🇺🇦Alex Tardif @longbool.bsky.social · 30/05/2026The Cost of AI alextardif.com/AI.htmlalextardif.comAlex Tardif: Graphics Programmer 13365132
Reposted by Pavel🥤🇺🇦Adam Sawicki @asawicki.info · 22/05/2026I implemented multiple fixes & improvements in Vulkan/D3D12 Memory Allocator libraries, on my fork for now. If you use any of these, please give it a try so we validate they work fine before I turn them into official releases. github.com/sawickiap/Vu... github.com/sawickiap/D3...github.comGitHub - sawickiap/VulkanMemoryAllocator: Easy to integrate Vulkan memory allocation libraryEasy to integrate Vulkan memory allocation library - sawickiap/VulkanMemoryAllocator 1143
Reposted by Pavel🥤🇺🇦Pema99 @pema99.bsky.social · 23/04/2026(🧵 1/6) Recently I've been working on an HLSL interpreter, which can execute shader code entirely on the CPU github.com/pema99/HLSLI... I used it to make a cute little interactive debugger demo. You can try it yourself at pema.dev/hlsl/ 56824
Reposted by Pavel🥤🇺🇦Markus Schütz @m-schuetz.bsky.social · 24/04/2026New Paper🙂 Nanite has shown that small triangles can be rendered fast in compute, we're exploring how fast for large meshes with up to 18.9 billion triangles, without the need to precompute LOD structures. Paper: github.com/m-schuetz/Cu... Source: github.com/m-schuetz/Cu... 26820
Reposted by Pavel🥤🇺🇦nicebyte @nicebyte.bsky.social · 12/04/2026INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.htmlgpfault.netIntroduction to Spherical Harmonics for Graphics Programmers 1027886
Reposted by Pavel🥤🇺🇦Arseny Kapoulkine @zeux.io · 02/04/2026meshoptimizer 1.1 is out! github.com/zeux/meshopt... Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :) Boosts and repository stars are welcome! 510335
Reposted by Pavel🥤🇺🇦Mikkel Gjoel @gjoel.bsky.social · 27/03/2026I am not sure I can overstate how useful this tool is. Not sure if your game is paging out GPU-memory to system-memory? Well now you know :) github.com/jonasmr/demo... 15417
Reposted by Pavel🥤🇺🇦Minas Karamanis @minaskar.bsky.social · 30/03/2026Hey, I wrote a thing about AI in astrophysics ergosphere.blog/posts/the-ma...ergosphere.blogThe machines are fine. I'm worried about us.On AI agents, grunt work, and the part of science that isn't replaceable. 1101780530
Reposted by Pavel🥤🇺🇦Don Williamson @donw.bsky.social · 01/04/2026I have a brand spanking new "Loose Lexer/Parser" for C++ that can pull an entire AST from large code bases orders of magnitude faster than a compiler can. Got some good uses for that coming up!😍 091
Reposted by Pavel🥤🇺🇦Brian Karis @briankaris.bsky.social · 15/03/20262 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani..., graphicrants.blogspot.com/2026/03/vari...graphicrants.blogspot.comNanite + ReyesLet's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th... 27929
Reposted by Pavel🥤🇺🇦ChristinaC.🏳️🌈🏳️⚧️ @christinacoffin.bsky.social · 23/04/2025Another experimental custom vfx volume modifier for meshes + custom particle processor. selective particle emission + light on any mesh shape by intersecting the modifier volume sdf w/ random ptx spawn points on geometry data fetched in particle processor #gamedev #godotengine #vfx #rtvfx #wip 633255327
Reposted by Pavel🥤🇺🇦Dominik Lazarek @domlaz.bsky.social · 05/03/2026Our GPC 2025 talks are up on YT now! youtu.be/fXakIV1OFes?... youtu.be/mvCoqCic3nE?...youtu.beVisibility Buffer and Deferred Rendering in DOOM: The Dark AgesYouTube video by Graphics Programming Conference 03415
Reposted by Pavel🥤🇺🇦Pablo Zurita @pzurita.bsky.social · 05/03/2026I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions. irradiance.ca/posts/micros... 15316
Reposted by Pavel🥤🇺🇦FASTBuild @fastbuild.bsky.social · 22/02/2026FASTBuild v1.19 has been released, including: * LightCache supports Clang & GCC for significantly faster cache operations * Support for Ctrl+F7 integration with Visual Studio * BFF syntax enhancements * Bug fixes Details: http:// fastbuild.org/docs/changelog.html Big thanks to all contributors!fastbuild.orgFASTBuild - Change Log 063
Reposted by Pavel🥤🇺🇦Krzysztof Narkowicz @knarkowicz.bsky.social · 14/02/2026Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642arxiv.orgForget Superresolution, Sample Adaptively (when Path Tracing)Real-time path tracing increasingly operates under extremely low sampling budgets, often below one sample per pixel, as rendering complexity, resolution, and frame-rate requirements continue to rise. ... 04010
Reposted by Pavel🥤🇺🇦Tzu-Mao Li @tzumaoli.bsky.social · 03/02/2026I have procrastinated on writing so much that I wrote an entire document on writing tips: cseweb.ucsd.edu/~tzli/writin... Probably not much is new but I find I still need to repeat the same things to my students regularly. Will update this document over time hopefully.cseweb.ucsd.eduWriting tips 2185
Reposted by Pavel🥤🇺🇦nicebyte @nicebyte.bsky.social · 02/02/2026this point came up in a discussion some months ago which made me realize that supporting proper lambdas in hlsl would mean this "anyhit shader" logic could be passed in as lambda and inlined with the "hidden" code that does bvh traversal. maybe that'll happen some day.. 061
Reposted by Pavel🥤🇺🇦Brian Karis @briankaris.bsky.social · 02/02/2026I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nani...graphicrants.blogspot.comNanite TessellationNanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it... 116250
Reposted by Pavel🥤🇺🇦Lionel Lemarié @hikey.org · 22/01/2026This was a fun quick experiment: Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically. #rendeting #metalrt 0264
Reposted by Pavel🥤🇺🇦Russ Cox @swtch.com · 19/01/2026“Floating-Point Printing and Parsing Can Be Simple And Fast” The fastest known floating-point printer and parsing algorithms - fixed-width printing, shortest-width printing, and parsing, all in 400 lines of Go. research.swtch.com/fp research.swtch.com/fp-proofresearch.swtch.comresearch!rsc: Floating-Point Printing and Parsing Can Be Simple And Fast (Floating Point Formatting, Part 3) 17716
Reposted by Pavel🥤🇺🇦Kostas Anagnostou @kostasanagnostou.bsky.social · 12/01/2026Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...jcgt.org 0259