- Rendering Engine Architecture Conference (REAC)
Virtual conference on the craft of building real-time rendering engines - architecture, workflows, tooling, and product/engine tradeoffs rather than single algorithms.
83% match
· <general><advanced><archives><illumination><pipelines><shaders><streaming><studios> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
77% match
· <shaders><approximations><based><chapters><era><opengl> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
73% match
· <optimization><shaders><advanced><based><demo><techniques><volume><opengl> - Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's…
73% match
· <optimization><shaders><advanced><pipelines><shadows><studios><techniques><directx> - A Texture Streaming Pipeline for Real-Time GPU Ray Tracing
A Texture Streaming Pipeline for Real-Time GPU Ray Tracing is a SIGGRAPH 2025 Talks paper by Mark Lee, Nathan Zeichner, and Yining Karl Li from Disney Animation on streaming Ptex…
71% match
· <optimization><advanced><animation><author><demo><film><streaming> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
69% match
· <shaders><animation><author><based><general> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
69% match
· <shaders><based><demo><pipelines><shadows> - Intro To Terrain Generation
A YouTube graphics tutorial by Acerola introducing procedural terrain generation foundations for beginner graphics programmers.
69% match
· <shaders><based><procedural><shadows><streaming> - IBL Optimization Study III: Shared memory and Latency Hiding
IBL Optimization Study III: Shared memory and Latency Hiding is the third Technik blog post by Carmelo J Fernandez-Aguera Tortosa optimizing GGX specular prefiltering for…
65% match
· <optimization><shaders><advanced><based><cutting><ibl><image> - Nanite Tessellation
Nanite Tessellation is the February 2026 opening post of Brian Karis's Graphic Rants series on Nanite Dynamic Tessellation (also called Nanite Dynamic Displacement), the Unreal…
65% match
· <optimization><shaders><advanced><film><geometry><image><procedural> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It…
65% match
· <shaders><algorithms><geometry><pipelines><directx> - Physically Based Rendering In OpenGL Using GLTF2
Physically Based Rendering In OpenGL Using GLTF2 is an OGLDEV YouTube tutorial by Etay Meiri on modernizing an OpenGL pipeline with a glTF 2 metallic-roughness PBR…
65% match
· <shaders><based><chapters><ibl><opengl> - SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice is the course page for the SIGGRAPH physically based shading course, organized by Stephen Hill and Stephen…
65% match
· <general><shaders><advanced><based><film><ilm><studios> - Quadric-Based Silhouette Sampling for Differentiable Rendering
Quadric-Based Silhouette Sampling for Differentiable Rendering presents a SIGGRAPH 2025 ACM TOG paper by Mariia Soroka, Christoph Peters, and Steve Marschner on importance…
65% match
· <advanced><author><based><cutting><edge><geometry> - Real-Time GPU Tree Generation
Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik…
65% match
· <optimization><shaders><advanced><animation><geometry><pipelines><procedural> - MaterialX: The Past, Present and Future of Portable Materials
MaterialX: The Past, Present and Future of Portable Materials is a recorded talk by Alain Hostettler, presented at High-Performance Graphics (HPG).
HPG talk by Alain Hostettler…
62% match
· <general><shaders><author><based><ilm><streaming> - SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering
SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering is a free multi-chapter Vulkan Documentation Project course that adds hybrid ray tracing to a Vulkan…
62% match
· <animation><chapters><geometry><pipelines><shadows> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
58% match
· <shaders><advanced><based><pipelines><shadows> - Ray tracing massive amounts of animated geometry using tetrahedral cages
AMD GPUOpen article on tetrahedral-cage animation for ray tracing dense deforming meshes, based on the HPG 2026 award paper by Gruen et al.
58% match
· <optimization><advanced><animation><based><demo><geometry> - Precise lighting control in diffusion models by drawing shadows
Precise lighting control in diffusion models by drawing shadows is a recorded talk by Frédéric Fortier-Chouinard, presented at Voxel51.
Talk by Frédéric Fortier-Chouinard on…
58% match
· <general><advanced><author><based><shadows><streaming>