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54,302 blogs · [ { "id": "01a0878f-2bf5-7391-ab95-17e08b06ef07", "title": "Android GPU Debugging", "url": "https://johannesugb.github.io/gpu-programming/android-gpu-debugging/", "published_at": "2026-06-13T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08b20f9b7", "title": "Mesh Shaders as Replacement for Hardware Tessellation?", "url": "https://johannesugb.github.io/gpu-programming/mesh-shaders-for-tessellation/", "published_at": "2026-03-23T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08b2663ff", "title": "Fast Rendering of Parametric Objects on Modern GPUs", "url": "https://johannesugb.github.io/gpu-programming/fast-rendering-of-parametric-objects-on-modern-gpus/", "published_at": "2025-10-29T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08c21c43a", "title": "Vulkan all the way: Transitioning to a modern low-level graphics API in academia", "url": "https://johannesugb.github.io/gpu-programming/vulkan-all-the-way/", "published_at": "2025-10-28T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08c955506", "title": "Floating Point Epsilon Calculator", "url": "https://johannesugb.github.io/cpu-programming/tools/floating-point-epsilon-calculator/", "published_at": "2022-07-13T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08cfbcac6", "title": "The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses", "url": "https://johannesugb.github.io/gpu-programming/the-road-to-vulkan/", "published_at": "2022-04-29T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08dded024", "title": "Conservative Meshlet Bounds for Robust Culling of Skinned Meshes", "url": "https://johannesugb.github.io/gpu-programming/conservative-meshlet-bounds-for-robust-culling-of-skinned-meshes/", "published_at": "2021-10-18T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08e164a97", "title": "Faster Compile Times Through Parallel Compilation on Multiple Cores? (With Benchmarks)", "url": "https://johannesugb.github.io/cpu-programming/faster-compile-times-through-parallel-compilation/", "published_at": "2021-08-20T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08e694ec2", "title": "Setting Up a Proper Projection Matrix for Vulkan", "url": "https://johannesugb.github.io/gpu-programming/setting-up-a-proper-vulkan-projection-matrix/", "published_at": "2021-06-18T00:00:00+00:00" }, { "id": "01a0878f-2bf5-7391-ab95-17e08ede1875", "title": "Why projection matrices typically used with OpenGL fail with Vulkan", "url": "https://johannesugb.github.io/gpu-programming/why-do-opengl-proj-matrices-fail-in-vulkan/", "published_at": "2021-06-17T00:00:00+00:00" } ] posts
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2026
Android GPU Debugging
original ↗
13 Jun 2026
Mesh Shaders as Replacement for Hardware Tessellation?
original ↗
23 Mar 2026
2025
Fast Rendering of Parametric Objects on Modern GPUs
original ↗
29 Oct 2025
Vulkan all the way: Transitioning to a modern low-level graphics API in academia
original ↗
28 Oct 2025
2022
Floating Point Epsilon Calculator
original ↗
13 Jul 2022
The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses
original ↗
29 Apr 2022
2021
Conservative Meshlet Bounds for Robust Culling of Skinned Meshes
original ↗
18 Oct 2021
Faster Compile Times Through Parallel Compilation on Multiple Cores? (With Benchmarks)
original ↗
20 Aug 2021
Setting Up a Proper Projection Matrix for Vulkan
original ↗
18 Jun 2021
Why projection matrices typically used with OpenGL fail with Vulkan
original ↗
17 Jun 2021