- Google Filament Documentation
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…
71% match
· <shaders><tool><half><hosted><limits><mobile><precision> - Desmos Graphing Calculator
Free online graphing calculator for plotting functions, parametric curves, and sequences.
62% match
· <math><tool><interactive><mobile><tables><glsl><hlsl> - An interpreter for HLSL that can run shader code on the CPU.
An interpreter for HLSL that can run shader code on the CPU.
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· <shaders><intermediate><attributes><buffers><hosted><hlsl> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
52% match
· <intermediate><compared><half><interactive><static> - Lossless Float Image Compression
Lossless Float Image Compression is a benchmarking blog post by Aras Pranckevičius on aras-p.info.
52% match
· <intermediate><buffers><fp16><half><limits> - Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float
Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float is a December 2025 deep dive by Adam Sawicki on how ID3D12GraphicsCommandList clear-UAV helpers fill…
50% match
· <behavior><buffers><limits><range> - Functions: Mix
Functions: Mix is a GM Shaders Mini tutorial by Xor on the shader mix function, covering the math behind linear interpolation and less obvious uses beyond blending two…
48% match
· <math><shaders><intermediate><behavior><range><glsl> - Pico GPU
Pico GPU is a small educational GPU environment hosted for learning and experimenting with shaders under a strict memory budget.
It targets 640x480 at 60 FPS with 24-bit depth…
46% match
· <shaders><tool><buffers><hosted><limits> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
46% match
· <math><intermediate><cells><interactive><visualization> - BLAS Sharing for ray tracing cluster-based continuous level of detail
BLAS Sharing for ray tracing cluster-based continuous level of detail is a technical documentation page in NVIDIA nvpro-samples vk_lod_clusters describing how to share…
46% match
· <clusters><range><tables><glsl> - Fast calculation of the distance to cubic Bezier curves on the GPU
Fast calculation of the distance to cubic Bezier curves on the GPU is an October 2025 technical article by ubitux on blog.pkh.me about cubic Bezier distances inside GLSL fragment…
46% match
· <math><shaders><interactive><numerics><glsl> - Spatial hashing for raytraced ambient occlusion
Spatial hashing for raytraced ambient occlusion is a November 2025 Interplay of Light post by Kostas Anagnostou on caching RTAO in a sparse spatial hash instead of dense 3D…
44% match
· <math><buffers><cells><static> - SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE is a SIGGRAPH Advances in Real-Time Rendering talk by Jarkko Lempiäinen of HypeHype on mobile-friendly…
44% match
· <shaders><fp16><limits><mobile> - The performance impact of vertex shader exports
The performance impact of vertex shader exports is a September 2025 Interplay of Light blog post by Kostas Anagnostou measuring how many float4 attributes passed from vertex to…
44% match
· <shaders><attributes><behavior><mobile> - Stochastic tile-based lighting in HypeHype
Stochastic Tile-Based Lighting in HypeHype is the SIGGRAPH 2025 Advances course PDF notes by Jarkko Lempiäinen of HypeHype on a fixed-cost many-light direct lighting path for a…
44% match
· <shaders><fp16><hosted><mobile> - REAC 2025 Geometry rendering and shaders infrastructure in Warhammer 40000: Space Marine 2
This is a REAC 2025 conference talk video from Max Bukhalov and Egor Orachev of Saber Interactive about geometry rendering and shader infrastructure in Warhammer 40000: Space…
44% match
· <shaders><half><interactive><static> - 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.
42% match
· <shaders><intermediate><compared><interactive><hlsl> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
42% match
· <shaders><intermediate><explore><visualization><hlsl> - FragCoord
FragCoord is a browser-based shader playground and community site for writing animated GLSL-style visuals with a live preview, built by XorDev.
Docs describe an…
42% match
· <shaders><tool><explore><interactive><glsl> - 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,
40% match
· <shaders><range><static><hlsl>