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Simple divide-by-depth formula explains 3D-to-2D graphics projection

A blog post highlighted by developer tsoding breaks down 3D perspective projection into one basic operation: dividing a point's x and y coordinates by its z (depth) value. The piece demonstrates this with live shader examples, showing how a ball's position and size shrink toward a vanishing point as it moves farther from the camera along the z-axis.

Researcher shows single WebGPU shader can freeze any Mac browser

A security researcher published a proof-of-concept called the Deathray, a tiny WebGPU program that locks up a Mac's graphics pipeline after a single click on a malicious webpage. The bug reproduces across Chrome, Firefox and Safari on Apple Silicon Macs running macOS Tahoe, but does not cause the same lasting freeze on other operating systems. An infinite compute-shader loop feeding a shared buffer into a render shader appears to be the trigger, forcing victims to hard-restart their machine.