- Mastering Graphics Programming with Vulkan
Builds a modern Vulkan rendering engine (Raptor/Hydra) covering bindless resources, frame graphs, clustered deferred, mesh shaders, VRS, TAA, and RT effects.
100% match
· <code><advanced><antialiasing><bindless><companion><deferred><framework><modules> - 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…
98% match
· <code><forward><ray><samples><scenes><shadows><without><github> - Dynamic levels of detail in Evolve
Dynamic levels of detail in Evolve is an October 2025 engineering post by Jan Kind on geometry and material LOD in the Breda framework behind the Evolve next-gen GPU…
96% match
· <code><advanced><bindless><demos><framework><materials><ray><samples> - 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…
92% match
· <code><advanced><acceleration><ray><samples><separate><structures><tables> - 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.
83% match
· <code><advanced><bindless><deferred><materials><ray><scenes><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,
79% match
· <code><advanced><device><import><shadows><structures><without><github> - Wicked Engine
Open-source C++ game engine with modern rendering features - real-time ray tracing, mesh shaders, GPU-driven rendering, and a lightweight editor.
77% match
· <code><library><gameplay><import><materials><github><gltf><vulkan> - CuRast: Cuda-Based Software Rasterization for Billions of Triangles
CUDA software rasterizer for dense opaque meshes with hundreds of millions to billions of triangles, without precomputed LODs or acceleration structures.
75% match
· <code><library><advanced><acceleration><scenes><structures><without><vulkan> - Physically Based Rendering (pbrt)
Academy Award-winning textbook and literate-rendered path tracer implementation.
73% match
· <advanced><acceleration><companion><materials><scenes><structures><github> - How to Vulkan in 2026
How to Vulkan in 2026 is a tutorial website and companion repository by Sascha Willems for writing a Vulkan 1.3 rasterization app with modern simplifying features.
73% match
· <code><companion><device><samples><without><github><vulkan> - 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…
73% match
· <code><passes><ray><shadows><without><github><vulkan> - 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…
73% match
· <code><acceleration><companion><ray><samples><github><vulkan> - AMD releases Vulkan support for Dense Geometry Format
AMD releases Vulkan support for Dense Geometry Format is an AMD GPUOpen technical blog by Stuart Smith announcing the provisional Vulkan extension VK_AMDX_dense_geometry_format…
73% match
· <code><library><advanced><acceleration><ray><separate><without><vulkan> - D3D12 Opacity Micromaps
A Microsoft DirectX Developer Blog post by Amar and Adam on Direct3D 12 Opacity Micromaps (OMMs) in DXR Tier 1.2 for cheaper alpha-tested geometry in ray tracing.
It covers…
71% match
· <code><advanced><acceleration><ray><samples><structures><without> - 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…
71% match
· <code><advanced><deferred><materials><samples><shadows><without> - AMD Capsaicin Framework
AMD's DX12 research framework for fast prototyping of real-time graphics algorithms.
69% match
· <advanced><evolved><framework><passes><tonemapping><github><imgui> - 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…
69% match
· <advanced><bindless><companion><deferred><samples><d3d12><github> - Minimalist ray-tracing leveraging only acceleration structures
This is an AnKi 3D Engine blog post by Panagiotis Christopoulos Charitos on a lightweight potato-mode ray-tracing path using only acceleration structures and ray queries instead…
67% match
· <code><advanced><acceleration><ray><structures><tables><vulkan> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
67% match
· <code><advanced><materials><samples><shadows><without><vulkan> - 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…
67% match
· <code><advanced><materials><ray><separate><shadows><vulkan>