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Rendering Tiny Glades With Entirely Too Much Ray Marching

Graphics Programming Conference

Rendering Tiny Glades With Entirely Too Much Ray Marching

A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles. It covers real-time global illumination, tilt-shift depth of field, stable shadows with continuous time of day, ray marching and GPU-driven rendering on old hardware.

Cited as a talk full of rendering tricks, and as an example of what a small team can do with custom tech.

4 Hacker News mentions · 2024–2025

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