# real-time rendering

Published articles for real-time rendering.

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## Building Depth: Designing and Developing a 3D Renderer Inside Figma

DevFeed: [Building Depth: Designing and Developing a 3D Renderer Inside Figma](<https://devfeed.tech/articles/building-depth-designing-and-developing-a-3d-renderer-inside-figma-8995.md>)

Original publisher: [Read original article](<https://tympanus.net/codrops/2026/09/13/building-depth-designing-and-developing-a-3d-renderer-inside-figma/>)

Author: Aleksei Kipin

Published: 2026-09-13T11:34:39Z

Content type: article

Language: en

Sources: [Codrops](<https://devfeed.tech/sources/codrops.md>)

Topics: [Figma 3D renderer](<https://devfeed.tech/topics/figma-3d-renderer.md>), [Figma](<https://devfeed.tech/topics/figma.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-design](<https://devfeed.tech/tags/3d-design.md>), [3d-modeling](<https://devfeed.tech/tags/3d-modeling.md>), [3d-renderer-for-figma](<https://devfeed.tech/tags/3d-renderer-for-figma.md>), [3d-rendering](<https://devfeed.tech/tags/3d-rendering.md>), [3d-visualization](<https://devfeed.tech/tags/3d-visualization.md>), [3d-workflow](<https://devfeed.tech/tags/3d-workflow.md>), [articles](<https://devfeed.tech/tags/articles.md>), [case-study](<https://devfeed.tech/tags/case-study.md>), [creative-development](<https://devfeed.tech/tags/creative-development.md>), [depth-3d-renderer](<https://devfeed.tech/tags/depth-3d-renderer.md>), [depth-figma](<https://devfeed.tech/tags/depth-figma.md>), [depth-figma-plugin](<https://devfeed.tech/tags/depth-figma-plugin.md>), [design-engineering](<https://devfeed.tech/tags/design-engineering.md>), [design-tools](<https://devfeed.tech/tags/design-tools.md>), [figma](<https://devfeed.tech/tags/figma.md>), [figma-3d](<https://devfeed.tech/tags/figma-3d.md>), [figma-3d-renderer](<https://devfeed.tech/tags/figma-3d-renderer.md>), [figma-plugin](<https://devfeed.tech/tags/figma-plugin.md>), [figma-plugin-design](<https://devfeed.tech/tags/figma-plugin-design.md>), [interactive-3d](<https://devfeed.tech/tags/interactive-3d.md>), [plugin-development](<https://devfeed.tech/tags/plugin-development.md>), [product-design](<https://devfeed.tech/tags/product-design.md>), [product-design-case-study](<https://devfeed.tech/tags/product-design-case-study.md>), [real-time-rendering](<https://devfeed.tech/tags/real-time-rendering.md>), [three-js](<https://devfeed.tech/tags/three-js.md>), [ui-design](<https://devfeed.tech/tags/ui-design.md>), [ux-design](<https://devfeed.tech/tags/ux-design.md>), [visualization](<https://devfeed.tech/tags/visualization.md>), [webgl](<https://devfeed.tech/tags/webgl.md>), [workflow](<https://devfeed.tech/tags/workflow.md>)

### AI overview

An article about building Depth, a Figma plugin for quickly rendering 3D models during design work. It describes the workflow, plugin architecture, rendering behavior, and export approach.

### Source excerpt

A look at how Depth came together, from building a 3D renderer inside Figma to designing a website that explores what it can do.

## Temporally stable generative illumination with a one-step diffusion model

DevFeed: [Temporally stable generative illumination with a one-step diffusion model](<https://devfeed.tech/articles/temporally-stable-generative-illumination-with-a-one-step-diffusion-model-15050.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/temporally-stable-generative-illumination/>)

Author: SungYe Kim; Harish Anand; Alexandr Kuznetsov; Wojciech Uss; Wojciech Kaliński; Rama Harihara

Published: 2026-09-09T13:00:00Z

Content type: article

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [real-time rendering](<https://devfeed.tech/topics/real-time-rendering.md>), [VAE](<https://devfeed.tech/topics/vae.md>)

Tags: [arr-group](<https://devfeed.tech/tags/arr-group.md>), [article-release](<https://devfeed.tech/tags/article-release.md>), [diffusion](<https://devfeed.tech/tags/diffusion.md>), [generation](<https://devfeed.tech/tags/generation.md>), [gi](<https://devfeed.tech/tags/gi.md>), [inference](<https://devfeed.tech/tags/inference.md>), [lighting](<https://devfeed.tech/tags/lighting.md>), [ml](<https://devfeed.tech/tags/ml.md>), [model](<https://devfeed.tech/tags/model.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [quality](<https://devfeed.tech/tags/quality.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [real-time-rendering](<https://devfeed.tech/tags/real-time-rendering.md>), [research](<https://devfeed.tech/tags/research.md>), [white-paper](<https://devfeed.tech/tags/white-paper.md>)

### AI overview

The article presents a single-step latent diffusion method for real-time global illumination. It conditions image generation on scene signals and lighting hints, and uses a Temporal VAE decoder with motion-vector reprojection to improve temporal stability and reduce flicker.

### Source excerpt

A generative method for real-time global illumination using a single-step latent diffusion model, delivering stable, high-quality lighting without costly iterative processing.

## From Rays to Meshes: Building Vercel's Prism with vgpu

DevFeed: [From Rays to Meshes: Building Vercel's Prism with vgpu](<https://devfeed.tech/articles/from-rays-to-meshes-building-vercel-s-prism-with-vgpu-4334.md>)

Original publisher: [Read original article](<https://tympanus.net/codrops/2026/09/03/from-rays-to-meshes-building-vercels-prism-with-vgpu/>)

Author: Matias Gonzalez Fernandez

Published: 2026-09-03T16:01:06Z

Content type: tutorial

Language: en

Sources: [Codrops](<https://devfeed.tech/sources/codrops.md>)

Topics: [GPU](<https://devfeed.tech/topics/gpu.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-graphics](<https://devfeed.tech/tags/3d-graphics.md>), [adaptive-rendering](<https://devfeed.tech/tags/adaptive-rendering.md>), [articles](<https://devfeed.tech/tags/articles.md>), [creative-coding](<https://devfeed.tech/tags/creative-coding.md>), [glass](<https://devfeed.tech/tags/glass.md>), [glass-shader](<https://devfeed.tech/tags/glass-shader.md>), [glsl](<https://devfeed.tech/tags/glsl.md>), [glsl-shaders](<https://devfeed.tech/tags/glsl-shaders.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [gpu-optimization](<https://devfeed.tech/tags/gpu-optimization.md>), [gpu-rendering](<https://devfeed.tech/tags/gpu-rendering.md>), [interactive-web-graphics](<https://devfeed.tech/tags/interactive-web-graphics.md>), [javascript-graphics](<https://devfeed.tech/tags/javascript-graphics.md>), [light-refraction](<https://devfeed.tech/tags/light-refraction.md>), [mesh](<https://devfeed.tech/tags/mesh.md>), [prism-shader](<https://devfeed.tech/tags/prism-shader.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [real-time-rendering](<https://devfeed.tech/tags/real-time-rendering.md>), [real-time-shaders](<https://devfeed.tech/tags/real-time-shaders.md>), [shader-performance](<https://devfeed.tech/tags/shader-performance.md>), [shader-programming](<https://devfeed.tech/tags/shader-programming.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [vercel](<https://devfeed.tech/tags/vercel.md>), [vercel-prism](<https://devfeed.tech/tags/vercel-prism.md>), [vercel-vgpu](<https://devfeed.tech/tags/vercel-vgpu.md>), [vgpu](<https://devfeed.tech/tags/vgpu.md>), [web-graphics](<https://devfeed.tech/tags/web-graphics.md>), [web-shaders](<https://devfeed.tech/tags/web-shaders.md>), [webgl](<https://devfeed.tech/tags/webgl.md>), [webgl-shaders](<https://devfeed.tech/tags/webgl-shaders.md>)

### AI overview

A tutorial on creating Vercel's prism visual with vgpu shaders. It replaces costly ray-based light simulation with refracted paths connected into a 3D mesh, then adds an environment-mapped glass shader, bloom, and particles.

### Source excerpt

A look at how Vercel's vgpu creates a performant prism effect using shaders, geometry, glass, and adaptive rendering.