- Evaluating and Sampling Glinty NDFs in Constant Time
Evaluating and Sampling Glinty NDFs in Constant Time is a SIGGRAPH Asia 2025 ACM Transactions on Graphics paper by Pauli Kemppinen, Lois Paulin, Theo Thonat, Jean-Marc Thiery,…
90% match
· <shaders><advanced><base><linked><particles><precomputation><sampling><shadertoy> - 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
73% match
· <shaders><intermediate><blog><assumes><comfort><linked><pass><sampling> - 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><blog><explain><linked><main><pass><performance> - The nature of the pixel
The article argues that many issues blamed on lighting or materials actually come from evaluating shaders at pixel centers on a fixed grid.
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· <shaders><intermediate><blog><antialiasing><fwidth><pixels><sampling><shadertoy> - 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…
69% match
· <shaders><advanced><comfort><optical><sampling><simd> - 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><buffers><independent><linked><particles> - SIMD Started It, SIMT Improved It
SIMD Started It, SIMT Improved It is a January 2026 ACM SIGGRAPH Blog article by Jon Peddie of Jon Peddie Research on how GPU execution models evolved from SIMD pipelines to SIMT…
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· <intermediate><blog><divergence><docs><independent><simd><warps> - FragCoord
FragCoord is a browser-based shader playground and community site for writing animated GLSL-style visuals with a live preview, built by XorDev.
Docs describe an…
65% match
· <shaders><docs><pass><paste><performance><shadertoy> - Inside NVIDIA GPUs: Anatomy of high performance matmul kernels
Inside NVIDIA GPUs: Anatomy of high performance matmul kernels is a long self-contained blog post by Aleksa Gordić that teaches how near-peak NVIDIA matrix-multiply kernels are…
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· <blog><advanced><comfort><main><performance><warps> - The Sad State of Hardware Virtual Textures
The Sad State of Hardware Virtual Textures is a 2025 HAL technical report by Antoine Richermoz and Fabrice Neyret from the MAVERICK team.
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· <neyret><advanced><linked><performance><sampling><team> - Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3
[video] Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3 is a Vulkanised 2026 talk by Lucas Miguel Antunes da Silva of DevSH Graphics Programming on GPU-driven…
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· <advanced><buffers><desktop><pass><performance> - ShaderToy
Platform for fullscreen GLSL fragment shaders with live coding and a large community gallery.
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· <shaders><buffers><glsl><multipass><shadertoy><webgl> - 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
60% match
· <shaders><intermediate><blog><choices><comfort><explain><linked> - 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.
60% match
· <intermediate><desktop><linked><particles><pixels><shadertoy> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
60% match
· <shaders><intermediate><blog><adaptive><linked><referenced><sampling> - Partial Derivatives (ddx, ddy, fwidth) (Ronja)
Ronja’s tutorial 046 demystifies HLSL partial derivatives: ddx and ddy measure how a value changes across 2×2 pixel quads, and fwidth combines them for screen-space-aware filtering.
Demonstrates greyscale debug views, then builds an anti-aliased step (aaStep) that widens cutoffs by one pixel’s gradient - reducing jaggy fire, toon bands, and procedural edges versus raw step().
Includes a scrolling noise fire shader comparing step, aaStep, and smoothstep.
60% match
· <shaders><intermediate><blog><explain><fwidth><linked><pixels> - Half-baked: Probe warping
Half-baked: Probe warping is a personal technical essay on c0de517e.com about warping depth-aware probe data baked at one location to approximate results at another.
After…
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· <blog><advanced><algorithm><comfort><warps><shadertoy> - The blog at the bottom of the sea
Alan Wolfe's blog on graphics programming, blue noise, sampling, path tracing, GPU sorting, and game-dev math.
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· <shaders><blog><advanced><antialiasing><linked><sampling> - A Decade of Slug
A Decade of Slug is a March 2026 Terathon blog post by Eric Lengyel marking ten years of the Slug Algorithm for GPU font and vector rendering from Bezier curves.
The article…
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· <shaders><blog><adaptive><advanced><algorithm><independent> - Surfel-based global illumination on the web
Surfel-based global illumination on the web is a January 2026 interactive article by Jure Triglav on implementing surfel GI with WebGPU compute shaders in the browser.
It walks…
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· <shaders><blog><advanced><buffers><pass><pixels>