Interplay of Light

interplayoflight.wordpress.com · Personal blog · on HN since 2015

A graphics programmer writes about GPU rendering, shaders, and real-time graphics techniques, including how engines like Unreal render a frame.

What HN saysCommenters recommend it as a collection of graphics learning material and link its Unreal frame-rendering breakdown as interesting reading.
17HN people shared it
5linked it in comments
56stories submitted
539story points
8 months agolast shared
2015people per year2026

Most-shared posts

  1. 1
    Async Compute All the Things
    4 people · 9 points · first shared 2025 · discussion on HN
  2. 2
    A quick introduction to DirectX workgraphs
    3 people · 51 points · first shared 2024 · 20 comments on HN
  3. 3
    Low-Level Thinking in High-Level Shading Languages
    3 people · 8 points · first shared 2023 · discussion on HN
  4. 4
    GPU Utilisation and Performance Improvements
    3 people · 6 points · first shared 2025 · discussion on HN
  5. 5
    How Unreal Renders a Frame
    2 people · 317 points · first shared 2017 · 161 comments on HN
  6. 6
    How to Read Shader Assembly
    2 people · 79 points · first shared 2021 · 3 comments on HN
  7. 7
    Raytraced Global Illumination Denoising
    2 people · 6 points · first shared 2022 · discussion on HN
  8. 8
    Experimenting with FP16 in Shaders
    2 people · 5 points · first shared 2022 · discussion on HN
  9. 9
    Spatial hashing for raytraced ambient occlusion
    2 people · 5 points · first shared 2025 · discussion on HN
  10. 10
    Meshlets and Mesh Shaders
    2 people · 5 points · first shared 2025 · discussion on HN
  11. 11
    GPU Architecture Resources
    2 people · 5 points · first shared 2020 · discussion on HN
  12. 12
    How to start learning graphics programming?
    2 people · 3 points · first shared 2018 · discussion on HN
  13. 13
    Readings on the State of the Art in Rendering
    2 people · 3 points · first shared 2018 · discussion on HN
  14. 14
    Shader Tips and Tricks
    2 people · 3 points · first shared 2022 · discussion on HN
  15. 15
    Adventures in Neural Rendering
    2 people · 2 points · first shared 2026 · discussion on HN

What HN people wrote when they linked it

corysama · 2015-07-13
Marmoset's articles are a great intro. Probably the most accessible I've found. If anyone wants to read a lot more, here's a collection of possibly a majority of the non-academic material to be found online: https://interplayoflight.wordpress.com/2013/12/30/readings-on-physical…
dsp_person · 2024-11-11
it would be cool to see a more comprehensive comparison including methods with raytracing they have MLAB in their performance comparison table, is that ray traced? from this blog i think it sounds like it there's a rasterized version and a way to use ray tracing https://interplayoflight.wordpress.com/2023/07/30/raytraced-order-inde…
SuboptimalEng · 2023-10-11
Here's an article[0] by Kostas Anagnostou that I found helpful. He's spent over 2 decades in the graphics industry. His article gives a path for learning from the top of the stack and going down to the lower level stuff afterwards. TL;DR is Shadertoy -> Unity/Unreal -> Direct3D/OpenGL [0] https://interplayoflight.wordpress.com/2018/07/08/how-to-start-learn-g…
je42 · 2018-11-27
jms55 · 2025-03-22
> Are you arguing for a better software abstraction, a different hardware abstraction or both? I don't speak for Raph, but imo it seems like he was arguing for both, and I agree with him. On the hardware side, GPUs have struggled with dynamic workloads at the API level (not e.g. thread-level dynamism, that's a separate topic) for around a decade. Indirect commands gave you some of that so at least the size of your data/workload can be variable if not the workloads themselves, then mesh shaders gave you a little more access to geometry processing, and finally workgraphs and device generated commands lets you have an actually dynamically defined workload (e.g. completely skipping dispatches for shading materials that weren't used on screen this frame). However it's still very early days, and the performance issues and lack of easy portability are problematic. See https://interplayoflight.wordpress.com/2024/09/09/an-introduction-to-w… for instance. On the software side shading languages have been garbage for far longer than hardware has been a problem. It's only in the last year or two that a proper language server for writing shaders has even existed (Slang's LSP). Much less the innumerable driver compiler bugs, lack of well defined semantics and memory model until the last few years, or the fact that we're still manually dividing work into the correct cache-aware chunks.

Keyboard shortcuts

/Search
j kNext / previous blog
EnterOpen selected blog
vVisit the blog site
fFollow / unfollow
lSwitch grid / list view
dSwitch dark mode
g hHome
g pTop posts
g tTopics
g fFollowing
g lLiked
g yHistory
g qFAQ
EscBack / close