







Visualizing GL_NV_shader_sm_builtins
Using GL_NV_shader_sm_builtins to visualize Streaming Multiprocessors and Warps

Hash Functions for GPU Rendering – Nathan Reed’s coding blog
Pixels and polygons and shaders, oh my!
Vulkan Ray Tracing Tutorial KHR
A comprehensive tutorial for learning Vulkan ray tracing with practical examples.
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.

Sparse Virtual Shadow Maps
Devlogs and tutorials about GPGPU and graphics programming
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, which included collaborating with my colleague Daqi Lin to implement a brand new ReSTIR-based global illumination solution, specifically, ReSTIR PT[1], within the NvRTX branch of Unreal Engine. A GDC presentation video on Zorah was released a few weeks ago.

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...
Malleable Overview Detail Interfaces
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


GUIdebook: Graphical User Interface gallery
GUIdebook: Graphical User Interface gallery
The Blog of Maxime Heckel
Hi I'm Maxime, and this is my blog. In here, you'll find all the articles I wished I had when I was learning about web development, shaders, real-time 3D on the web, and more. Each piece I write aims to dive deep into the topics I'm passionate about, while also making complex topics more accessible through interactive playgrounds, visualization, and well detailed walkthroughs. My goal is to give you the tools and intuition to explore further on your own.
