- 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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· <build><color><free><matrices><meshes><project><touching><transforms> - TinyDiffRast project
TinyDiffRast project is a tiny course and codebase by Jordan J.
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· <math><course><cameras><free><lessons><project><rasterization><scratch> - Intro To Terrain Generation
A YouTube graphics tutorial by Acerola introducing procedural terrain generation foundations for beginner graphics programmers.
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· <math><beginner><color><foundations><free><meshes><procedural><project> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <general><along><notes><procedural><reference><sections><shading><transforms> - Ray Tracing using HIP
Ray Tracing using HIP is an AMD technical report (No.
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· <math><cameras><carlo><free><monte><pinhole><raytracing><sections> - Ray Tracing in One Weekend (Series)
Free online book series building a path tracer in C++ from scratch over a weekend-style pace.
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· <general><beginner><acceleration><carlo><monte><notes><pathtracing><reference> - 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…
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· <acceleration><brdf><build><free><raytracing><reference><shading> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
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· <math><carlo><expected><free><monte><notes><project> - Jackknife Transmittance and MIS Weight Estimation
Jackknife Transmittance and MIS Weight Estimation is a SIGGRAPH Asia 2025 paper by Christoph Peters, published in ACM Transactions on Graphics and summarized on the Moments in…
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· <math><carlo><expected><free><monte><notes><project> - Physically Based Rendering (pbrt)
Academy Award-winning textbook and literate-rendered path tracer implementation.
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· <general><acceleration><brdf><carlo><monte><pathtracing><cpp> - 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…
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· <course><build><free><notes><project><raytracing><reference> - Mathematics for 3D Game Programming and Computer Graphics
Eric Lengyel's textbook on vectors, transforms, lighting, visibility, collision, and shader-related math for game engines.
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· <general><math><brdf><derivations><matrices><shading><transforms> - 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
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· <brdf><expected><free><notes><sections><shading> - 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…
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· <acceleration><color><free><raytracing><shading><transforms> - 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…
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· <acceleration><build><expected><free><meshes><raytracing> - 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.
75% match
· <expected><free><rasterization><reference><shading><transforms> - Mini: 3D Rotation
Mini: 3D Rotation is a short GM Shaders Mini tutorial by Xor on rotating vectors in three dimensions with Euler angles and axis-angle formulas, following an earlier Mini on 2D…
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· <math><beginner><along><free><notes><order><reference> - Foundations of Game Engine Development Vol. 1 - Mathematics
Eric Lengyel's engine-focused math volume covering vectors, transforms, Grassmann/geometric algebra, and game-engine-relevant derivations with exercises.
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· <math><derivations><exercises><matrices><meshes><transforms> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
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· <general><color><free><notes><procedural><project> - Khronos Announces glTF Gaussian Splatting Extension
Khronos Announces glTF Gaussian Splatting Extension is a February 2026 Khronos Group press release introducing the KHR_gaussian_splatting release candidate for storing 3D…
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· <general><color><expected><free><meshes><tooling>