- 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,
100% match
· <code><shaders><compute><context><depth><examples><game><lighting> - Advanced Physically Based Rendering With ClearCoat
This OGLDEV YouTube video continues an advanced glTF physically based rendering series by adding the Khronos Clear Coat material extension.
96% match
· <code><shaders><blending><context><lighting><loading><pbr><textures> - Once Upon a Pixel: How Crysis Changed Real-Time Lighting Forever
Once Upon a Pixel: How Crysis Changed Real-Time Lighting Forever is an OGLDEV YouTube tutorial that teaches Screen Space Ambient Occlusion (SSAO) through Crytek's Crysis-era…
96% match
· <code><shaders><baseline><depth><framebuffers><lighting><textures><walkthrough> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
94% match
· <shaders><core><depth><game><geometry><lighting><tessellation><versions> - Getting started with BGFX
[video] Getting started with BGFX is a YouTube playlist by Game Coder Nz that walks through the bgfx cross-platform rendering library from a blank project to basic 3D and UI…
90% match
· <code><shaders><beginner><blending><creation><depth><game><stencil> - New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine
New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine is a Khronos Vulkan Working Group blog post announcing Building a Simple Game Engine, a tutorial…
81% match
· <code><baseline><cameras><compute><core><game><lighting> - Vulkan Tutorial - Introduction
Official Khronos Vulkan tutorial introducing instances, devices, swapchains, render passes, and the explicit synchronization model.
79% match
· <code><course><algebra><assumes><chapters><models><triangles><cpp> - Cubemaps // Vulkan For Beginners #25
Cubemaps // Vulkan For Beginners #25 is an OGLDEV YouTube tutorial that adds cubemap skybox support to a beginner Vulkan series after basic rendering and 2D textures.
It walks…
79% match
· <code><beginner><depth><geometry><loading><textures><walkthrough><opengl> - 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…
77% match
· <code><shaders><beginner><blending><depth><hosted><stencil><textures> - Boost your graphics performance with the M5 and A19 GPUs
Boost your graphics performance with the M5 and A19 GPUs is an Apple Developer Tech Talk by Irfan on the Family 10 GPU in M5 and A19 for games and pro Metal apps.
It covers…
75% match
· <code><shaders><compute><depth><geometry><profile><transforms> - Texel Splatting
Technical writeup by Dylan Ebert on texel splatting, a technique for perspective-stable 3D pixel art that renders geometry into cubemaps from fixed probe origins and splats each…
75% match
· <code><shaders><compute><depth><examples><geometry><stable> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
75% match
· <code><shaders><chapters><compute><depth><lighting><modern> - Physically Based Content
Physically Based Content is a long essay by principal rendering engineer Pablo Zurita on irradiance.ca about authoring geometry, materials, lighting, and cameras so PBR engines…
75% match
· <assumes><cameras><examples><geometry><lighting><pbr> - Interactive Computer Graphics (YouTube Lecture Series)
Full university course lectures on interactive/real-time rendering - OpenGL, GLSL, textures, shadows, geometry/tessellation/compute shaders, and GPU ray tracing.
73% match
· <beginner><compute><geometry><lighting><tessellation><textures><opengl> - A Trip Through the Graphics Pipeline (2011)
A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders,…
71% match
· <compute><depth><geometry><stencil><tessellation><opengl> - Physically based rendering from first principles
Physically based rendering from first principles is an interactive educational article by imad that builds PBR intuition from the physics of light through material models used in…
71% match
· <shaders><beginner><context><models><modern><pbr><principles> - 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…
71% match
· <code><shaders><chapters><models><pbr><textures><opengl> - 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
69% match
· <shaders><cameras><depth><game><lighting><textures> - Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
A Graphics Programming Conference talk by id Software engine programmers Philip and Dominic on the opaque geometry pipeline in DOOM: The Dark Ages on idTech 8.
They cover why…
69% match
· <code><compute><geometry><lighting><modern><walkthrough> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
69% match
· <shaders><game><geometry><lighting><pbr><textures>