Weekly curated roundup of graphics programming topics covering Bezier curve evaluation via hardware texture samplers, lighting and shadow techniques including path tracing vs real-time approximations, MoltenVK updates with Vulkan 1.4 on Apple platforms, occlusion-point reuse for ray-traced ambient occlusion, SIGGRAPH 2026 resources, warp-level culling for 3D Gaussian Splatting, neural.slang for inline neural network evaluation in shaders, the Waro 2D vector graphics library using mesh shaders, 8-bit normalization analysis, and opacity micromaps for accelerating ray-traced shadows.
Table of contents
A Texture Lookup Approach to Bézier Curve Evaluation on the GPUUnderstanding Light in Computer Graphics | Taha TorabpourLunarG Releases Vulkan SDK 1.4.357.0Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and ShadowSIGGRAPH 2026 Links[video] Warp-Level Culling for Efficient Blending in 3D Gaussian Splatting[video] neural.slang: A Standard Module for Inline Neural Networks in Shaders[video] Warnock: Harnessing GPU Geometry Amplification for Vector GraphicsShould you normalize RGB values by 255 or 256?Opacity Micromaps: Smarter Shadows for the Real World103 Impressions