ALRIGHT! Introducing SEEDTHREE! A @threejs webgpu procedural plant generator. I'm releasing this fully open source. I built this with Claude Fable and GPT-5.5 Codex + gptimage2 over just the past few days.
The best part is: given the code, your agents can add new plants to it all you want! They just need an understanding of the code and an image generator capable of creating material maps. I highly encourage you to do PRs for any extra plants you add! I'll be adding more myself in future versions.
The system is fully robust: it provides complete LOD and billboards/imposters generation for the plants and you can adjust the detail levels all you want for different platform targets like mobile and/or use lower LODs as your main for extreme optimization.
As this is the first release alpha version, some bugs may have been missed, I encourage you to report any bugs. The repo includes all the assets for the scenery world too, even the ambient sounds of birds and wind!
This is targeted at high end laptop and PC use, it requires baking generated geometry, so you won't be using this on a phone (I mean, feel free to try, but I doubt it'll run well, lol). This is fundamentally an asset generation tool for 3d dev. Have fun!
Github repo link and live demo (you don't even have to download anything for basic non-editing/contributing use!) below ⤵️
AI coding assistants are accelerating complex engine work -- like adding path tracing. 🌅
Join us at #GDC2026 to learn how one part-time engineer delivered this major feature into their project through iterative design docs, AI-guided refactors, and custom helper tools. You’ll leave with practical workflows, prompt patterns, and realistic expectations of AI’s strengths and limits.
🗓️ March 11
🔗 https://t.co/i8MBpPTYcy
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 :)
I am very proud of this:
Real-time Indirect Diffuse Light on a low-end GPU.
No tricks, no pre-compute, no temporal AA, no slow convergence. 100% dynamic geometry/light every frame.
#PhotonMapping#OpenCL
Once @Microsoft 's Shader Model 7 is released, #DirectX 12 will accept shaders compiled to SPIR-V. Microsoft is working with the Khronos #SPIR and #Vulkan Working Groups to ensure that this transition benefits the whole development ecosystem.
https://t.co/QA5ogxxyqN
Microsoft
Voxel prototype for Nanite by @BrianKaris 👀
https://t.co/aulE87zFrV
Currently it seems to voxelize the depth buffer into 4x4x4 bricks, which are then rendered using 3 methods:
1) rasterizing the bricks and stepping through the voxels using DDA
2) tiled rendering:
RTXGI 2.0 is now available on GitHub and features two radiance caching technologies for improving path traced signal quality: the Spatially Hashed Radiance Cache (SHARC) and the Neural Radiance Cache (NRC).
#GDC2024
https://t.co/VT28ACdvBl
Our friends @EmbarkStudios used (and improved!) RTXGI to deliver dynamic global illumination that works seamlessly with their environmental destruction. The result is insanely cool.
Go blow up some walls and see that light bounce☀️
https://t.co/Z8DOXrL1Yd
After a lot of refactoring and redesign, I moved the dynamic chart resolution mechanism to the GPU in my realtime lightmapper hobby project. I'm probably biased by spending too much time dealing with charts recently, but I think the result is pretty cool! 1/9
We are very excited to introduce a new #opensource tool to GPUOpen - GPU Reshape! 🎉
https://t.co/RH77ENpop6
This long-standing collaboration between @miguel_oenp, @AvalancheSweden, and AMD provides on-demand shader instrumentation with instruction-level validation.
This validation includes:
✨ Validation of Resource Bounds
✨ Export Stability (e.g. Inf / NaN)
✨ Descriptors
✨ Concurrency
✨ Initialization
... and more to come.
Check out Miguel's post on GPUOpen above!
Today we're pleased to announce an extension of our collaboration with @Arm, providing more surety and capability for #Panfrost, the mainline open-source solution to support graphics acceleration on Arm's Mali GPU family. Read on for more: https://t.co/izC4k9rzSc #OpenSource