- Adventures in Neural Rendering part 2: Cooperative vectors
Technical blog post by Kostas Anagnostou on Interplay of Light, part 2 of Adventures in Neural Rendering, on Cooperative Vectors for MLP inference in shaders.
100% match
· <optimization><shaders><advanced><blog><anagnostou><cooperative><layers><mlp> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
92% match
· <shaders><blog><experiments><linked><notes><reflections><shadows><vectors> - ADAPTIVE VOXEL-BASED ORDER-INDEPENDENT TRANSPARENCY
Adaptive Voxel-Based Order-Independent Transparency is a SIGGRAPH 2025 Advances in Real-Time Rendering course talk by Michał Drobot of Activision, with engineering credits to…
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· <optimization><shaders><advanced><occlusion><oit><production><transmittance><transparency> - Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
[video] Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P.
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· <shaders><advanced><linked><lists><neural><oit><production><transparency> - 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…
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· <optimization><shaders><advanced><hybrid><oit><production><shadows><directx> - Ray Tracing Gems (Series)
Two-volume free online book series on real-time ray tracing techniques from industry experts.
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· <shaders><advanced><hybrid><occlusion><production><reflections><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,
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· <shaders><advanced><blog><abstraction><linked><occlusion><shadows><hlsl> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
67% match
· <shaders><blog><experiments><linked><production><writing><hlsl> - MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12
AMD GPUOpen release notes for MiniDXNN v0.4.0, an open-source DirectX 12 library for on-GPU MLP inference and training using Shader Model 6.10 D3D12 Linear Algebra.
67% match
· <shaders><advanced><encoding><mlp><neural><notes><directx> - Reflective materials in Block Game
Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game…
67% match
· <shaders><blog><ibl><notes><reflections><snippets><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
65% match
· <shaders><experiments><linked><production><vectors><hlsl> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
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· <shaders><advanced><blog><neural><notes><snippets><directx><hlsl> - Announcing Shader Model 6.9 Retail and New D3D12 Improvements
A Microsoft DirectX Developer Blog post by Amar and Serena announcing retail Shader Model 6.9 and related D3D12 features in Agility SDK 1.619 with DXC 1.9, plus preview items in…
65% match
· <shaders><advanced><blog><linked><notes><vectors><directx><hlsl> - The Danger Zone - MJP Blog
Matt Pettineau's long-running graphics blog on D3D12 barriers, GPU-driven rendering, subsurface scattering, MSAA/signal processing, weighted blended OIT, and shader permutation…
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· <optimization><shaders><advanced><blog><oit><production><transparency><hlsl> - Introducing MiniDXNN: MLP library for DirectX 12
AMD GPUOpen announcement of MiniDXNN, an MLP inference library built natively for HLSL and DirectX 12 using cooperative vector APIs on Radeon matrix cores.
62% match
· <shaders><blog><cooperative><mlp><neural><directx><hlsl> - Adventures in Neural Rendering
Adventures in Neural Rendering is a February 2026 blog post by Kostas Anagnostou on Interplay of Light about using small multilayer perceptrons as signal encoders in real-time…
62% match
· <shaders><advanced><blog><anagnostou><experiments><mlp><neural><snippets> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
58% match
· <shaders><advanced><encoding><mlp><neural><replaces> - Finger Shadows in Compose
Finger Shadows in Compose is a November 2025 graphics article by Romain Guy on soft finger or stylus shadows over Jetpack Compose UI using Android RuntimeShader.
It models the…
58% match
· <shaders><blog><linked><notes><occlusion><shadows> - 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…
58% match
· <shaders><advanced><linked><neural><notes><production> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
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· <optimization><shaders><blog><isa><snippets><directx><hlsl>