







Using GL_NV_shader_sm_builtins to visualize Streaming Multiprocessors and Warps
modular and versioned GLSL
a WebGL demo of glsl-lut, for efficient color transforms on the GPU. source code here Contents # Intro glslify Installing Dependencies Compiling The Shader Relative Requires Example Modules The Awesomeness of NPM Unit Testing Extras As a Source...

Rendering Particles with Compute Shaders
Overview I developed a technique to render single-pixel particles (using additive blending) with compute shaders rather than the usual fixed-function rasterization with vertex and fragment shaders. My approach runs 31–350% faster than rasterization on the cases I tested and is particularly faster for some “pathological” cases (which for my application are not actually that uncommon). I observed these speedups on both NVIDIA and AMD GPUs. Using this technique allowed me to ship an app that runs on minimum-spec hardware without sacrificing visual fidelity.

Vulkan Ray Tracing Tutorial KHR
A comprehensive tutorial for learning Vulkan ray tracing with practical examples.
RightNow AI - YC-Backed GPU Research Lab
YC-backed GPU research lab building the RightNow CUDA editor, RunInfra inference infra, Forge kernels, and publishing AutoMegaKernel and related papers on arXiv.

GitHub - playcanvas/engine: Powerful web graphics runtime built on WebGL, WebGPU, WebXR and glTF
Powerful web graphics runtime built on WebGL, WebGPU, WebXR and glTF - playcanvas/engine
Hash Functions for GPU Rendering – Nathan Reed’s coding blog
Pixels and polygons and shaders, oh my!

FOSDEM 2022 - LibVF.IO: vGPU & SR-IOV on Consumer GPUs using Nim
I'd like to showcase LibVF.IO's new LIME Runtime feature (Lime Is Mediated Emulation) and do a deep dive on open source vGPU technology in general.

GitHub - HEmile/juggl: An interactive, stylable and expandable graph view for Obsidian. Juggl is designed as an advanced 'local' graph view, where you can juggle all your thoughts with ease.
An interactive, stylable and expandable graph view for Obsidian. Juggl is designed as an advanced 'local' graph view, where you can juggle all your thoughts with ease. - GitHub - H...
Introducing CUDA Rust: Two Tracks for Writing GPU Kernels | NVIDIA Technical Blog
In September 2026, NVIDIA announced it is leaning into native GPU programming in Rust. CUDA C++ and CUDA Python are mature, enterprise-grade toolchains, and NVIDIA will be growing and maturing CUDA…

Unreal Scoop: Making a “Compiling Shaders…” Screen
Unreal has a reputation amoung the ill-informed for being plagued by shader compilation stutter. As an attribute of Unreal itself, this is basically made up – devs are just not always doing what they are supposed to do pre-ship to avoid this issue. I’ll elaborate, but basically, to avoid compiling shaders during gameplay, you want to do it up-front, like during an initial loading screen, which maybe says “Compiling shaders” on it, and not let the player begin until it’s done. To do that last part properly, you need a little bit of C++. I had to do this for InFlux Redux recently, so here’s mine.

Sparse Virtual Shadow Maps
Devlogs and tutorials about GPGPU and graphics programming
A High-Level Grammar of Interactive Graphics
Vega-Lite - a high-level grammar for statistical graphics. Vega-Lite provides a higher-level grammar for visual analysis, comparable to ggplot or Tableau, that generates complete Vega specifications. Vega-Lite specifications consist of simple mappings of variables in a data set to visual encoding channels such as x, y, color, and size. These mappings are then translated into detailed visualization specifications in the form of Vega specification language. Vega-Lite produces default values for visualization components (e.g., scales, axes, and legends) in the output Vega specification using a rule-based approach, but users can explicit specify these properties to override default values.