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cs.GR2026
Six Ways to Draw Vangers with WebGPU: Real-Time Rendering of Editable Multi-Layer Height Fields
Dzmitry Malyshau
Terrain level-of-detail is measured almost exclusively on digital elevation models: single-valued, smooth at the sampling scale, sampled from real topography. Game terrain is often…
cs.GR2026
Global Pass Barriers Without Per-Resource RHI Tracking: A Cross-Vendor Study with Blade
Dzmitry Malyshau
Explicit graphics APIs expose memory dependencies, per-resource accesses, and image layouts. wgpu reconstructs and validates this state; Blade keeps Vulkan images in GENERAL, track…