Graphics & Game Dev Resources

Community-curated links for shaders, optimization, tools, and learning paths.

Original source of the database was prepared by Radosław Paszkowski, Jan Mróz, Łukasz Bogaczyński and Peter Sikachev.

116 of 116 resources

List
Engine
Domain
Format
Level
TitleEngBrief descriptionFormatDomainLevelAuthors
Animated math explainers on linear algebra, calculus, Fourier transforms, and other topics that underpin graphics and simulation.
Grant Sanderson
A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders,…
Fabian "ryg" Giesen
Global ACM community for computer graphics and interactive techniques.
ACM SIGGRAPH
200+ tutorials on game dev math, shaders, Unity techniques, inverse kinematics, and ML topics.
Alan Zucconi
AMD's DX12 research framework for fast prototyping of real-time graphics algorithms.
AMD (GPUOpen)
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
AMD
Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware.
Arm Ltd.
Arm's mobile GPU/CPU profiler for Android and embedded targets.
Arm Ltd.
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
Jan MrózP
Cross-platform, graphics-API-agnostic rendering library in a bring-your-own-engine style.
Branimir Karadzic
Case study optimizing a large Unreal scene with 2,500+ actors: Nanite versus manual LODs, shared master materials, batch utilities, and Insights tuning.
James MarlandP
Portfolio breakdown of a Borderlands-style Unreal post-process outline using depth and world-normal edges, distance LOD bands, Custom Depth exclusions, and Niagara VFX.
James MarlandP
Reference on multithreading and parallelism in C++ - threads, atomics, locks, and task-based designs.
Anthony Williams
Jasper Flick's long-running Unity and Godot tutorials, including the Rendering series on pipelines, lighting, and shader techniques.
Jasper Flick (Catlike Coding)
A spline camera records 1200 identical frames for Unity Profiler and Nsight on i5-10400F and RTX 3060 at 1440p.
Jan MrózP
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
Cyanilux
Free online graphing calculator for plotting functions, parametric curves, and sequences.
Desmos
Scott Meyers guide to 42 best practices for C++11/14 - move semantics, smart pointers, lambdas, and avoiding common modern C++ pitfalls.
Scott Meyers
Technical-art blog with Unity production notes, scene readability breakdowns, OKlab color analysis, and URP diagnostic workflows.
Egor NikolaevP
Open-source Unreal Engine 5.6 C++ plugin for import-time asset naming, validation rules, Content Browser overlays, and optional pre-submit source control checks.
James MarlandP
It argues against cutting geometry because debug views look orange without millisecond proof.
Jan MrózP
Eric Lengyel's engine-focused math volume covering vectors, transforms, Grassmann/geometric algebra, and game-engine-relevant derivations with exercises.
Eric Lengyel
Second volume on real-time rendering for engine developers - color science, projections, lighting, shadows, fog, visibility, and advanced topics like volumetrics and ambient…
Eric Lengyel
Video tutorials visualizing math for graphics programming - vectors, splines, shader coding in Unity/HLSL, and geometric algebra.
Freya Holmer
A long-running series of tech-art breakdowns from shipped games (GTA V, Diablo, Zelda, etc.).
Simon Trümpler
YouTube playlist on game optimization for Unity and Unreal: budgets, CPU versus GPU triage, PIX analysis, and draw-call or shader tuning.
Ben ClowardP
A practical guide to design patterns in game code - object pools, spatial partitioning, state machines, and more.
Robert Nystrom (Bob Nystrom)
YouTube tutorial on procedural terrain generation for games.
IGoByLotsOfNamesP
Official docs for Google's physically based real-time renderer - material model, lighting equations, image-based lighting, and mobile-oriented PBR design used in Filament and…
Google (Filament team)
A three-volume anthology of advanced GPU programming techniques, now free online.
Multiple contributors per chapter; edited/published by NVIDIA
International conference for real-time and interactive graphics programming, held in Breda.
GPC organizers
Interactive notebook that visualizes how IEEE half-float (fp16) represents numbers, including precision loss and range limits.
Ricky Reusser
The sheet with Paszkowski, Bogaczyński, and Sikachev filters resources by topic, level, and media.
Jan MrózP
Examples include stretched meshes, rare flashes, and hardware-specific QA reports from multi-week investigations.
Jan MrózP
It separates profilers from Frame Debugger and RenderDoc, which debug resources without per-draw durations.
Jan MrózP
Streamline streams continuous GPU performance counters from a USB-connected phone, but raw counter values and missing API labels make frames hard to interpret out of the box.
Jan MrózP
Opening stories show GPU-bound teams celebrating CPU particle wins, camera-angle skew in captures, and missed spike frames.
Jan MrózP
The original shader layers animated cellular (Voronoi) noise with distorted UVs and procedural value noise, with no texture assets.
Jan MrózP
Developer blog documenting a custom deferred rendering engine - HDR, global illumination, ambient occlusion, decals, and lighting revamps.
Phil (IceFall Games)
James Marland blog post mapping a beginner technical-art learning path through math, shaders, RenderDoc, and optimization reading.
James MarlandP
A large collection of written tutorials on procedural noise, raytracing, SDFs, distance functions, intersectors, voxels, and compression.
Inigo Quilez
Unreal Fest Orlando 2025 session on automating and standardizing performance capture for comparable traces across a project.
S. Cavanagh, M. MichaelidesP
Full university course lectures on interactive/real-time rendering - OpenGL, GLSL, textures, shadows, geometry/tessellation/compute shaders, and GPU ray tracing.
Cem Yuksel (University of Utah)
SBGames 2010 short paper on real-time water surface simulation techniques suitable for games.
-P
Kostas Anagnostou's graphics programming blog - GI experiments, hybrid ray tracing, API abstraction notes, shader ISA analysis, and neural rendering explorations from a…
Kostas Anagnostou
Searchable index of graphics programming articles aggregated from Jendrik Illner's weekly newsletter issues on jendrikillner.com.
Jendrik IllnerP
Weekly/biweekly collections of new graphics programming related articles from across the web.
Jendrik Illner
Houdini tool to import LDraw LEGO parts - upstream dependency for the Tool Brick procedural pipeline.
Stefan MullerP
Comprehensive OpenGL tutorial series from context creation through lighting, PBR, shadows, geometry/tessellation shaders, and compute.
Joey de Vries
Builds a modern Vulkan rendering engine (Raptor/Hydra) covering bindless resources, frame graphs, clustered deferred, mesh shaders, VRS, TAA, and RT effects.
Marco Castorina, Gabriel Sassone
Eric Lengyel's textbook on vectors, transforms, lighting, visibility, collision, and shader-related math for game engines.
Eric Lengyel
Online matrix calculator supporting symbolic variables, useful for verifying transforms, projections, and shader math by hand.
Community tool (author not prominently credited)
Performance tuning and debugging tool for DirectX 12 games on Windows and Xbox.
Microsoft
SimonDev talk on locating where frame time is spent before applying generic optimization advice.
SimonDevP
NVIDIA's open-source rendering framework and sample base for RTX research and demos.
NVIDIA
System-wide performance profiler for CPU-GPU timeline analysis, threading, and API trace on Windows and Linux.
NVIDIA
Official Unity guide to the Profile Analyzer package, which aggregates CPU marker data across many profiler frames.
Unity Technologies
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
Jan MrózP
The burning-object effect already simulates and draws on the GPU with compute shaders, append buffers, indirect dispatch, and indirect instanced rendering; this piece profiles each pass and tighten…
Jan MrózP
Unreal Fest 2024 session on UE5 advanced rendering, graphics performance, and memory management.
Mehmet OztalayP
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
Jan MrózP
Academy Award-winning textbook and literate-rendered path tracer implementation.
Matt Pharr, Wenzel Jakob, Greg Humphreys
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
Jan Mroz (Procedural Pixels)
The workflow targets Windows with DirectX 11 or 12 and an NVIDIA GPU (the author uses an RTX 3060).
Jan MrózP
Long-form breakdown of the Escape Asset Helper plugin: import hooks, naming, validators, editor overlays, and source-control pre-submit checks.
James MarlandP
In-depth UE5 horror vertical-slice optimization: level streaming, inspect render targets, Nanite and Lumen trade-offs, and reproducible launch arguments.
James MarlandP
Two-volume free online book series on real-time ray tracing techniques from industry experts.
Eric Haines, Tomas Akenine-Moller (editors); many chapter authors
Free online book series building a path tracer in C++ from scratch over a weekend-style pace.
Peter Shirley, Steve Hollasch, Trevor David Black
A reference grid of intersection tests between common geometric primitives (ray/sphere, AABB/triangle, etc.), with pointers to books, papers, and code.
Eric Haines (maintainer); references work by Inigo Quilez, David Eberly, Christer Ericson, and others
Official companion site for the Real-Time Rendering book series.
Tomas Akenine-Moller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanicki, Sebastien Hillaire
SCA 2010 NVIDIA paper on a hybrid CUDA water simulator that couples a shallow-water height field with splash particles and advected small-scale waves.
Nuttapong Chentanez, Matthias Müller
An illustrated, artist-friendly deep dive into the GPU raster pipeline - draw calls, batching, vertex fetch, rasterization, and bottlenecks.
Simon Trümpler
Open-source frame debugger for D3D11/12, Vulkan, OpenGL, and Metal.
Baldur Karlsson
A Burst job simulates gravity, noise, pull, drag, and bounce for large CPU particle counts before draw.
Jan MrózP
Virtual conference on the craft of building real-time rendering engines - architecture, workflows, tooling, and product/engine tradeoffs rather than single algorithms.
Steve McAuley, Angelo Pesce, Natalya Tatarchuk, Michael Vance (program committee)
It restates vertex and fragment roles and the levers artists actually control beyond hardware rasterization.
Jan MrózP
Free computer graphics course starting from ray tracing and rasterization basics with C++ examples.
Jean-Colas Prunier
In-depth blog posts on physically based shading, microfacet models, energy conservation, and advanced BRDF topics.
Stephen Hill, Naty Hoffman (and collaborators)
Platform for fullscreen GLSL fragment shaders with live coding and a large community gallery.
Inigo Quilez, Pol Jeremias (creators); community contributors
Unofficial but widely referenced knowledge base for ShaderToy - GLSL ES quirks, performance tricks, buffer usage, antialiasing, and SIMD/warp divergence.
Fabrice Neyret
Shell texturing re-renders meshes with normal offsets; raymarching marches rays inside a volume.
Jan MrózP
Classic SIGGRAPH course notes on simulating and rendering ocean surfaces, including Gerstner waves and FFT-based animation.
Jerry TessendorfP
Side-by-side reference of Cook-Torrance microfacet BRDF terms (NDF, Fresnel, geometry shadowing) using consistent notation and UE4 roughness.
Brian Karis (Epic Games)
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
Jan MrózP
Single-file public-domain C/C++ libraries for image loading/writing, font rasterization, and other common utilities.
Sean Barrett (nothings)
Unreal stylised ocean write-up with looped Gerstner waves in custom HLSL, fraction-based wave LOD, dispersion speeds, and artist-facing parameters.
James MarlandP
Three-part Unreal Engine Fast Profiling series: stat commands, launch parameters, and CSV tools for quick bottleneck triage and AB comparisons.
Malika Omarova
Unreal Fest Orlando 2025 session on practical Unreal Engine profiling workflow for technical artists.
Ashley ReuterP
The algorithm is not a full fluid simulation; it approximates heightfields with slab-like building blocks discovered by accident but tuned for speed.
Jan MrózP
The case study starts with a procedural rock material built in Shader Graph: bevel edge detection on normal maps, triplanar wood and mud, and many texture samples that leave the GPU texture unit st…
Jan MrózP
Video tutorials on advanced fragment-shader techniques - noise, fractals, raymarching, domain warping, and creative coding.
Martijn Steinrucken
Alan Wolfe's blog on graphics programming, blue noise, sampling, path tracing, GPU sorting, and game-dev math.
Alan Wolfe
Gentle step-by-step guide to fragment shaders - shaping functions, patterns, image processing, simulation, and raymarching.
Patricio Gonzalez Vivo, Jen Lowe
Yan Chernikov's C++ and game-engine development channel, including the Hazel engine series, OpenGL/graphics episodes, and software engineering fundamentals for aspiring engine…
Yan Chernikov
Matt Pettineau's long-running graphics blog on D3D12 barriers, GPU-driven rendering, subsurface scattering, MSAA/signal processing, weighted blended OIT, and shader permutation…
Matt Pettineau (MJP)
Medium article on a practical stylised lake water shader in UE4 using Single Layer Water, animated normals, Fresnel refraction, and intersection foam.
M. MarierP
Technical blog posts on spatial data structures (quadtrees, octrees), collision, and graphics algorithms with working code.
David Geier
The article argues that many issues blamed on lighting or materials actually come from evaluating shaders at pixel centers on a fixed grid.
Jan MrózP
SIGGRAPH 2015 slide deck on Guerrilla Games' Nubis volumetric cloud system for Horizon Zero Dawn, covering ray-marched modeling, lighting, and GPU optimizations.
Andrew Schneider, Nathan VosP
Blog post and paper page on teaching Vulkan in introductory graphics courses, presented at Eurographics 2022.
Johannes Unterguggenberger, Bernhard Kerbl, Michael WimmerP
This Procedural Pixels article by Jan Mróz presents a teaching mental model of the GPU rasterization pipeline for everyday optimization.
Jan MrózP
Breakdown of Tool Brick's Houdini side: PDG batching, stud-snapping geometry, and preparing LDraw parts for Unreal import.
James MarlandP
Procedural LEGO building pipeline for Unreal: LDraw ingestion, Houdini PDG stud-snapping, and in-engine placement covering roughly 945 parts.
James MarlandP
Structured Unreal rendering fundamentals blog series bridging engine rendering concepts and shader or material work.
Xingyu LeiP
Widely used community Unreal project conventions for prefixes, suffixes, folder layout, and naming referenced in student pipeline tools.
Michael AllarP
Ryan Dowling-Soka article on hooking Unreal post-import events with Python versus C++ import rule systems - the pattern extended in Escape Asset Helper.
Ryan Dowling-SokaP
C++ reference implementation of configurable post-import validation and actions in Unreal, extended by Escape Asset Helper.
Ryan Dowling-SokaP
The solver already handles velocity integration, static SDF colliders, iterative dynamic collisions, constraints, and invalid-position correction with Burst-compiled Unity Jobs.
Jan MrózP
It targets developers who want stylised or lightweight simulation without adopting the full rigid-body feature set of built-in physics.
Jan MrózP
It defines VRAM, the bus, and which shader and fixed-function paths stress bandwidth.
Jan MrózP
Follow-on official Khronos tutorial track that grows the basics into a simple engine structure with reusable abstractions.
Khronos Group
Official Khronos Vulkan tutorial introducing instances, devices, swapchains, render passes, and the explicit synchronization model.
Khronos Group
Describes a fast OIT method for rendering transparency (glass, smoke, foliage) without per-pixel sorting.
Morgan McGuire, Louis Bavoil (NVIDIA)
Ulrich Drepper's classic paper on CPU caches, memory hierarchies, NUMA, and prefetching.
Ulrich Drepper
Open-source C++ game engine with modern rendering features - real-time ray tracing, mesh shaders, GPU-driven rendering, and a lightweight editor.
Janos Turcsan (turanszkij)
After a long work day with many applications open, the author compares profiling sessions with and without a clean restart on a hobby Unity project.
Jan MrózP