The only way out is through.
They're calling it the Bugpocalypse. LLMs are being used to find long-hidden cracks in the software infrastructure, and it's happening at a furious rate. 3% of all compromises in computing history happened in the last week, claims one source? I believe it.
There are people saying public access to the frontier models ought to be locked out, or heavily guardrailed, over this. The problem with that idea can be summed up in one sentence: when lockpicks are outlawed, only outlaws will have lockpicks.
The lockpicks will be Chinese open-weight models, if nothing else. There's no way to stop those from becoming ubiquitous.
There are two futures in front of us. One in which only the bad guys have lockpicks, and security holes go undiscovered until they're exploited. Another in which everybody has lockpicks and is aggressively red-teaming their own software so it gets fixed before the holes are exploited.
The corpus of human code is huge but finite. The number of defects in it has to be finite too. We can fix those defects now; we have a million friendly robots to do it with.
The only way out is through.
We've launched our next historical game, the long awaited second edition of An Infamous Traffic. If you love economic games or want to learn more about imperialism and trade in the 19th century, check it out!
https://t.co/MSv3Q5uyj8
water is transparent only within a very narrow band of the electromagnetic spectrum, so living organisms evolved sensitivity to that band, and that's what we now call "visible light".
New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer!
https://t.co/Ga6RaoOQAC
Emissive shaders. Type a temperature in K and get a blackbody colour – that's how most shaders do it, and it's wrong for practically every real material. Kirchhoff's law fixes it.
https://t.co/YuPmHccFWd
Great presentation, also includes a good summary of denoising, recommended read: "Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4", Advances in Real-Time Rendering, Siggraph 2026 https://t.co/5ZJFMnZteX
Based on my blog post from last Christmas. This new presentation also discusses brand new Vulkan extensions released since, and discusses the issues of the bloated shader framework (a topic I want to discuss more in my next blog post).
https://t.co/uL8HsfHNYn
SIGGRAPH 2026: ARM Moving Mobile Graphics slides are public!
Includes my presentation:
Reducing graphics API complexity: A clean slate API design for modern hardware
https://t.co/JdARZKH3Mx
Smooth surfaces, fewer triangles: new AMD research on “GPU view-adaptive crack-free subdivision of Bézier surfaces”!
🔺 Triangles concentrated where curvature & screen size demand it.
⚡ Built on GPU work graphs, no manual sync needed.
Learn more ⬇️
https://t.co/ECNhKCEP4L
Speeding up Path Tracing via Online Radiance Cache Acceleration (ORCA), Advances in Real-Time Rendering in Games, Siggraph 2026 https://t.co/ZFulCtT97b
Smolder — Real-Time Volumetric Effect Rendering in Glacier and 007 First Light, Advances in Real-Time Rendering in Games, Siggraph 2026 https://t.co/ioCID56KTS