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Posts by andrewmac

Introduction to Spherical Harmonics for Graphics Programmers

INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS

finally done.

gpfault.net/posts/sph.html

1 week ago 269 82 8 2
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meshoptimizer 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!

2 weeks ago 103 35 5 0
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Graphics Programming weekly - Issue 433 - March 22nd, 2026 www.jendrikillner.com/post/graphic...

4 weeks ago 39 13 0 0
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Graphics Programming weekly - Issue 431 - March 8th, 2026 www.jendrikillner.com/post/graphic...

1 month ago 63 14 0 1
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Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic...

1 month ago 50 15 0 0
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Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...

1 month ago 49 17 0 0
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Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)

2 months ago 88 18 5 2
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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...

2 months ago 50 20 0 1
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Graphics Programming weekly - Issue 427 - February 8th, 2026 www.jendrikillner.com/post/graphic...

2 months ago 54 13 0 0
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Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...

2 months ago 55 15 1 0
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Nanite Tessellation Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...

I'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...

2 months ago 161 50 1 1
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Graphics Programming weekly - Issue 425 - January 25th, 2026 www.jendrikillner.com/post/graphic...

2 months ago 51 16 0 0
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Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic...

2 months ago 50 17 1 0
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Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

3 months ago 74 23 0 0
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Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...

3 months ago 53 24 0 1
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Graphics Programming weekly - Issue 421 - December 28th, 2025 www.jendrikillner.com/post/graphic...

3 months ago 60 14 1 0
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Graphics Programming weekly - Issue 420 - December 14h, 2025 www.jendrikillner.com/post/graphic...

4 months ago 50 20 0 1
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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

4 months ago 469 192 19 12
🐇 meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1

4 months ago 249 76 9 1
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Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...

4 months ago 48 19 0 0
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Graphics Programming weekly - Issue 417 - November 15th, 2025 www.jendrikillner.com/post/graphic...

5 months ago 49 20 0 0
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GitHub - Geolm/bc_crunch: tiny dependency-free lossless compressor for BC/DXT texture streams (C99, ~700 LoC) tiny dependency-free lossless compressor for BC/DXT texture streams (C99, ~700 LoC) - Geolm/bc_crunch

Just released bc_crunch: a tiny (~700 LOC), C99 library for lossless BC1/BC4/BC3/BC5 compression.
One .c/.h pair, no deps, no malloc
GPU-ready output
Zigzag + delta + popcount/dictionary tricks
Tested
Perfect for games, procedural assets, streaming textures.

github.com/Geolm/bc_cru...

5 months ago 40 8 3 0
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Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...

5 months ago 51 18 0 0
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Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...

5 months ago 57 15 0 0
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Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...

6 months ago 66 25 0 0
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Graphics Programming weekly - Issue 412 - October 12th, 2025 www.jendrikillner.com/post/graphic...

6 months ago 53 21 0 0
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Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...

6 months ago 59 22 0 0
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Inside NVIDIA GPUs: Anatomy of high performance matmul kernels - Aleksa Gordić From GPU architecture and PTX/SASS to warp-tiling and deep asynchronous tensor core pipelines.

"Inside NVIDIA GPUs: Anatomy of high performance matmul kernels", includes a great intro to GPU architecture and PTX/SASS: www.aleksagordic.com/blog/matmul

6 months ago 56 12 0 0
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Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...

6 months ago 51 22 0 0
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Great write up. I wonder does nointerpolation have any notable impact?

6 months ago 1 0 1 0