Screen-Space Sphere Selection
Raycasting against small objects in 3D space is surprisingly unreliable. Here's why projecting to screen-space and using simple 2D distance produces better UX and faster code.
Technical deep-dives into rendering, shaders, and real-time graphics
Raycasting against small objects in 3D space is surprisingly unreliable. Here's why projecting to screen-space and using simple 2D distance produces better UX and faster code.
Why does one texture sample cost 4 cycles and another 500? GPU cache hierarchy explained—L1, L2, VRAM, and how to stop thrashing them.
Implement efficient screen-space volumetric light scattering that responds to multiple dynamic light sources with perspective-correct falloff and animated noise.
Learn how to implement the iconic horizontal light streaks seen in sci-fi films using asymmetric Gaussian blur and multi-pass downsampling.
A deep dive into recreating Apple's Liquid Glass effect: squircle SDFs, bevel geometry, chromatic dispersion, and cylindrical lens caustics.