Everything on programming for the graphics processor.
A Comparison of Modern Graphics APIs
Looking at how Low level Graphics APIs such as Vulkan, DirectX, Metal, and WebGPU are converging to a model similar to the way GPUs are currently built, and how they compare with older graphics APIs such as OpenGL in their design and data structures.
GLyphy represents a SDF using actual vectors submitted to the GPU. This results in very high quality rendering, though at a much higher runtime cost.
Multi-Channel Distance Field Generator for Font Glyphs
This is a utility for generating signed distance fields from vector shapes and font glyphs.
Matrix row-column sampling for the many-light problem
Computing global illumination using the many-lights approach is expensive, this algorithm presents a method ("exploration") for reducing the amount of lights to be sampled.
Ray-Traced Irradiance Fields (Real-Time Light Probe Rendering)
[...] how to combine glossy reflection ray tracing with diffuse ray-traced irradiance field probes. This creates a complete dynamic global illumination solution that scales across all DXR GPUs and minimizes light leaking without requiring manual per-probe or lightmap work by artists.
A solution to the global illumination problem by sampling from many lights. Stochastic Lightcuts is an improvement on the earlier Lightcuts algorithm. Presentation at HPG 2019.