- NVIDIA Donut
NVIDIA's open-source rendering framework and sample base for RTX research and demos.
100% match
· <code><advanced><antialiasing><bindless><companion><deferred><framework><modules> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
100% match
· <code><advanced><architecture><bindless><deferred><memory><mesh><pipelines> - 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…
92% match
· <shaders><advanced><barriers><bindless><companion><deferred><management><production> - NVIDIA Vulkan Ray Tracing Tutorial
NVIDIA Vulkan Ray Tracing Tutorial is a progressive Vulkan 1.4 tutorial site by Martin-Karl Lefrancois at NVIDIA (nvpro-samples), version 2.0, that converts a raster foundation…
92% match
· <code><shaders><companion><industry><pipelines><shading><tracing><github> - Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform
[video] Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform is a symposium talk by Alan Wolfe of EA SEED on Gigi, an open-source rapid graphics R&D and…
88% match
· <code><shaders><cutting><graphs><resources><shading><source><topics> - 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…
85% match
· <code><architecture><memory><production><resources><topics><github><vulkan> - Variable-Rate Texture Compression: Real-Time Rendering with JPEG
Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer,…
85% match
· <code><shaders><advanced><companion><deferred><shading><source><variable> - Ten Years of D3D12
Ten Years of D3D12 is a September 2025 long-form blog post by Matt Pettineo (MJP) reflecting on a decade of Direct3D 12 API and HLSL changes since the Windows 10 launch.
It…
85% match
· <code><shaders><advanced><barriers><bindless><graphs><shading><variable> - 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…
85% match
· <code><shaders><advanced><abstracts><pipelines><production><shading><tracing> - 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…
83% match
· <code><advanced><deferred><memory><production><shading><variable><vrs> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
79% match
· <code><advanced><barriers><bindless><memory><minimal><systems><vulkan> - Advances in Real-Time Rendering in Games - 2026
Course site for the SIGGRAPH 2026 Advances in Real-Time Rendering in Games sessions, with talk abstracts and downloadable slides from studios including Activision, EA SEED, Sony,…
77% match
· <code><shaders><advanced><abstracts><pipelines><topics><tracing><variable> - Enhancing DirectX Testing with AMD Smoldr
Enhancing DirectX Testing with AMD Smoldr is a March 2026 AMD GPUOpen post by Sebastian Neubauer announcing Smoldr, an open-source text-script tool for running DirectX 12 shaders…
77% match
· <code><mesh><pipelines><resources><source><tracing><github> - Shading Languages Symposium 2026 Trip Report
Article series by Keith Stockdale (Rare Ltd) on the first Shading Languages Symposium in 2026, where he spoke on a pure-HLSL shader test framework.
77% match
· <code><shaders><advanced><framework><graphs><modules><shading><topics> - 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…
77% match
· <code><shaders><advanced><architecture><pipelines><production><systems><topics> - REAC 2025 Dragon Age: The Veilguard - GI, RT, Character Creator and other systems
This is a REAC 2025 conference talk video by Navjot Garg, Kleber Garcia, and Darrin Stewart about architectural choices for global illumination, ray tracing, and the character…
77% match
· <code><shaders><advanced><architecture><memory><pipelines><systems><tracing> - Vulkan Tutorial - Building a Simple Engine
Follow-on official Khronos tutorial track that grows the basics into a simple engine structure with reusable abstractions.
75% match
· <code><advanced><architecture><management><modules><pipelines><github><vulkan> - niagara: Descriptor heaps
Niagara series livestream by Arseny Kapoulkine integrating Vulkan VK_EXT_descriptor_heap into a from-scratch renderer.
75% match
· <code><advanced><bindless><companion><memory><pipelines><github><vulkan> - 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,
73% match
· <code><shaders><advanced><mesh><pipelines><resources><source><github> - Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF is an open GitHub repository publishing the OpenPBR 1.1.1 material model extracted from Adobe's Eclair renderer as portable…
73% match
· <code><shaders><advanced><authors><production><shading><source><github>