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Interplay of Light

Personal blog · interplayoflight.wordpress.comprogramming

Interplay of Light is a personal blog at interplayoflight.wordpress.com about programming. Since 2015, 17 different Hacker News readers have linked it 63 times, most often “Async Compute All the Things”. It is still writing: the last post was on 2026-02-21, and you can follow it by feed.

Visit the blog
63mentions?
17HN people?
2015–2026first – last linked?
Links on Hacker News per year · peak 17 in 2025

Too few sampled comments (7) to say how often HN recommends it.?

Why HN links it

HN readers link this blog for graphics programming writing on real-time rendering, GPU design and shading. Commenters point to its reading list of rendering material and to a learning-path article.

Summarised by Claude from a sample of 7 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

Most-linked posts?

  1. Async Compute All the Things
    4 people · 5 mentions · first linked 2025-05-27
  2. GPU Utilisation and Performance Improvements
    3 people · 4 mentions · first linked 2025-08-29
  3. Low-Level Thinking in High-Level Shading Languages
    3 people · 3 mentions · first linked 2023-12-29
  4. A quick introduction to DirectX workgraphs
    3 people · 3 mentions · first linked 2024-06-29
  5. Spatial hashing for raytraced ambient occlusion
    2 people · 3 mentions · first linked 2025-11-23
  6. Raytraced Global Illumination Denoising
    2 people · 2 mentions · first linked 2022-03-26
  7. Readings on the State of the Art in Rendering
    2 people · 2 mentions · first linked 2018-09-30
  8. Experimenting with FP16 in Shaders
    2 people · 2 mentions · first linked 2022-12-30
  9. How to start learning graphics programming?
    2 people · 2 mentions · first linked 2018-07-08
  10. Shader Tips and Tricks
    2 people · 2 mentions · first linked 2022-01-22

What Hacker News says?

  1. > 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 d…

    Comment linking /2024/09/09/an-introduction-to-workgraphs-part-2-performance

    on “I want a good parallel computer”
  2. Submitted How Unreal Renders a Frame as a story · 317 points

    HN discussion
  3. Hi, I'm the author of both the Solari (Lumen) and Meshlet (Nanite) PRs, and I'm happy to see interest in them! To expand on pcwalton's answer: Solari is _extremely_ experimental. I'm basically entirely scrapping my previous version[1] based on Radiance Cascades[2], and starting over with ReSTIR[3] techniques. Don't expect it anytime soon, but I'm definitely having fun working on it! The real technical blockers to So…

    Comment linking /2023/12/17/a-gentler-introduction-to-restir/

    on “Bevy 0.13: ECS-driven game engine built in Rust”
  4. Submitted How to Read Shader Assembly as a story · 76 points

    HN discussion
  5. je42 · 2018-11-27Recommends
    How Unreal renders a frame is also interesting: https://interplayoflight.wordpress.com/2017/10/25/how-unreal...

    Comment linking /2017/10/25/how-unreal-renders-a-frame/

    on “Basic GPU design concepts”
  6. Submitted A quick introduction to DirectX workgraphs as a story · 49 points

    HN discussion
  7. Previous years: http://blog.selfshadow.com/publications/s2014-shading-course... http://blog.selfshadow.com/publications/s2013-shading-course... http://blog.selfshadow.com/publications/s2012-shading-course... http://advances.realtimerendering.com/s2011/index.html (not sure there was one in 2011...) http://renderwonk.com/publications/s2010-shading-course/ This is a good, high-level intro: https://www.marmoset.co/toolb…

    Comment linking /2013/12/30/readings-on-physically-based-rendering/

    on “Physically Based Shading in Theory and Practice”
  8. Submitted Low-Level Thinking in High-Level Shading Languages as a story · 4 points

    HN discussion
  9. 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-...

    Comment linking /2023/07/30/raytraced-order-independent-transparency-part-2/

    on “Implementing Order-Independent Transparency”
  10. Submitted Raytracing, a 4 Year Retrospective as a story · 4 points

    HN discussion
  11. corysama · 2015-07-13Recommends
    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-o...

    Comment linking /2013/12/30/readings-on-physically-based-rendering/

    on “Pragmatic physically based rendering: Intro”
  12. Submitted Raytraced Global Illumination Denoising as a story · 4 points

    HN discussion
  13. 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-sta...

    Comment linking /2018/07/08/how-to-start-learn-graphics-programming/

    on “New Vulkan Documentation Website”
  14. Submitted Spatial hashing for raytraced ambient occlusion as a story · 3 points

    HN discussion
  15. Submitted GPU Utilisation and Performance Improvements as a story · 3 points

    HN discussion
  16. Submitted Async Compute All the Things as a story · 3 points

    HN discussion
  17. Submitted Meshlets and Mesh Shaders as a story · 3 points

    HN discussion
  18. Submitted The hidden cost of shader instructions as a story · 3 points

    HN discussion
  19. Submitted Low-level thinking in high-level shading languages 2023 as a story · 3 points

    HN discussion
  20. Submitted Experimenting with FP16 in Shaders as a story · 3 points

    HN discussion
  21. Submitted Abstracting the Graphics API for a toy renderer as a story · 3 points

    HN discussion
  22. Submitted How to Read Shader Assembly as a story · 3 points

    HN discussion
  23. Submitted GPU Architecture Resources as a story · 3 points

    HN discussion
  24. Submitted How to start learning graphics programming? as a story · 3 points

    HN discussion
  25. Submitted Async Compute All the Things as a story · 2 points

    HN discussion
  26. Submitted Async Compute All the Things as a story · 2 points

    HN discussion
  27. Submitted Meshlets and Mesh Shaders as a story · 2 points

    HN discussion
  28. Submitted A Gentler Introduction to Restir as a story · 2 points

    HN discussion
  29. Submitted Raytraced Order Independent Transparency as a story · 2 points

    HN discussion
  30. Submitted Experimenting with FP16, Part 2 as a story · 2 points

    HN discussion

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