- 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…
85% match
· <code><library><authors><drop><external><implementation><public><github> - 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,…
77% match
· <code><build><decode><engine><public><researchers><github> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
73% match
· <library><collection><common><drop><external><loading><github> - Reconstructing Physically Stable 3D Scenes from a Single Image
Reconstructing Physically Stable 3D Scenes from a Single Image is a single research paper with a public REST3D project site, code release, and demo videos.
69% match
· <code><authors><domain><implementation><public><researchers> - Precomputed Lens Transport Maps
Precomputed Lens Transport Maps is an ACM Transactions on Graphics paper by University of Waterloo authors, hosted on arXiv as a PDF.
69% match
· <code><authors><domain><implementation><maps><researchers> - Zalo GitHub - Math Utilities
Engine-agnostic numerics with MIT-style licensing typical of small utility repos (verify LICENSE file).
67% match
· <code><library><collection><drop><implementation><utilities><github> - bc_crunch
bc_crunch is a tiny, dependency-free C99 library by Geolm for lossless compression of already GPU-compressed BC1, BC3, BC4, and BC5 texture block streams.
It uses BC-aware…
67% match
· <library><decode><engine><external><public><github> - 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,
65% match
· <code><arrays><build><implementation><public><github> - 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…
65% match
· <code><audio><build><dynamic><engine><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.
65% match
· <code><build><dynamic><public><writing><github> - Slug Algorithm (WebGPU)
Slug Algorithm (WebGPU) is an open-source diffusionstudio GitHub repository that ports Eric Lengyel's Slug vector text algorithm to WebGPU with WGSL shaders.
It covers CPU text…
60% match
· <code><library><domain><minimal><public><github> - 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.
58% match
· <maps><png><quick><tool><github> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
56% match
· <code><authors><domain><implementation><researchers> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
56% match
· <code><authors><dynamic><engine><researchers> - Normal Map Compression Revisited
Normal Map Compression Revisited is a February 2026 blog post by Ignacio Castaño on practical normal-map encoding for spark.js and web 3D pipelines, with notes that also apply to…
56% match
· <code><engine><formats><maps><packing> - Notes about VK_EXT_custom_resolve
Notes about VK_EXT_custom_resolve is a November 2025 Geek Blight blog post by Ricardo Garcia on Vulkan shader-driven multisample resolve, tied to Igalia work around the Steam…
56% match
· <code><dynamic><engine><implementation><public> - 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…
56% match
· <code><complex><dynamic><engine><packing> - Ghost of Yōtei – tech deep dive
This PlayStation Blog post by Adrian Bentley, Director of Programming at Sucker Punch Productions, is a long-form tech deep dive into systems behind Ghost of Yotei on PlayStation…
56% match
· <code><engine><loading><maps><public> - Heterogenous AoS instance encoding for a GPU-driven renderer
Heterogenous AoS instance encoding for a GPU-driven renderer is a Substack technical note by Zino on packing mixed instance types into one GPU buffer without one bloated shared…
56% match
· <code><common><decode><engine><packing> - Stop Shipping PNGs In Your Games
Stop Shipping PNGs In Your Games is a September 4, 2025 blog post by Mason Remaley arguing that PNG is a poor runtime texture container for games even though it works well for…
56% match
· <code><decode><engine><png><tool>