- 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,…
100% match
· <optimization><shaders><advanced><companion><deferred><engine><published><samples> - 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…
96% match
· <optimization><shaders><advanced><blog><barriers><bindless><style><synchronization> - 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.
92% match
· <shaders><advanced><barriers><bindless><companion><deferred><management><production> - 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…
90% match
· <optimization><shaders><advanced><engine><oit><production><scattering><style> - Improving Direct Lighting Material Occlusion - Part 1
Improving Direct Lighting Material Occlusion - Part 1 is a December 2025 blog post by Pablo Zurita on irradiance.ca.
81% match
· <shaders><advanced><blog><engine><expect><production><samples><style> - 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…
81% match
· <optimization><advanced><blog><bindless><driven><engine><samples><style> - 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,
77% match
· <shaders><advanced><blog><context><demonstrate><indirect><many><github> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
77% match
· <shaders><engine><many><production><scattering><style><hlsl> - Anno 1800: Frame Analysis
Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.
It covers…
73% match
· <optimization><advanced><blog><analysis><driven><engine><style><texturing> - 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.
71% match
· <shaders><advanced><engine><oit><production><senior><transparency> - 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…
71% match
· <shaders><advanced><console><engine><many><permutation><production> - RE ENGINE Meshlet Rendering Pipeline
This REAC 2025 conference talk by Capcom rendering engineer Hitoshi Mishima covers the meshlet rendering pipeline introduced in RE ENGINE for Dragon's Dogma 2 and Monster Hunter…
71% match
· <optimization><advanced><bindless><console><driven><engine><production> - NVIDIA Donut
NVIDIA's open-source rendering framework and sample base for RTX research and demos.
69% match
· <advanced><bindless><companion><deferred><samples><d3d12><github> - Adding Terrain Detail Meshes - Terrain Shaders - Episode 12
Adding Terrain Detail Meshes - Terrain Shaders - Episode 12 is a Ben Cloward YouTube tutorial on scattering grass, ferns, pebbles, and similar detail meshes on terrain in Unity…
69% match
· <shaders><driven><engine><production><samples><scattering> - 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
67% match
· <shaders><blog><articles><driven><production><style><hlsl> - 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…
67% match
· <shaders><blog><engine><many><samples><style><hlsl> - Fast Subsurface Scattering (John Austin, May 2020)
John Austin's May 2020 johnaustin.io post adds subsurface scattering to Unity's Universal Render Pipeline for a soft Oculus Quest VR look under tight mobile fill-rate limits.
Instead of deferred light-buffer blur, he uses forward wrapped diffuse from a Journal of Graphics Tools paper, with Valve-style wrapping, normalization, and a custom HLSL LightingSubsurface pass.
67% match
· <shaders><blog><console><scattering><style><subsurface><hlsl> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
67% match
· <shaders><blog><articles><driven><engine><transparency><hlsl> - CUDA Tile IR
CUDA Tile IR is an NVIDIA open-source GitHub repository for an MLIR-based intermediate representation and compiler stack aimed at tile-based CUDA kernel optimization on NVIDIA…
67% match
· <optimization><advanced><driven><management><published><style><github> - meshoptimizer v1.0 GitHub
meshoptimizer v1.0 GitHub is the meshoptimizer.org release post announcing the first major 1.0 version of Arseny Kapoulkine's MIT-licensed mesh optimization library after about…
67% match
· <optimization><blog><companion><engine><style><usage><github>