- Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Adaptive Tetrahedral Grids for Volumetric Path-Tracing presents a SIGGRAPH Talks 2025 publication by Anis Benyoub and Jonathan Dupuy of Intel Corporation on the GGX Research…
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· <code><math><algorithms><partitioning><spatial><structures><traversal> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <intermediate><articles><published><related><repositories><tooling><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…
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· <code><intermediate><blog><algorithm><algorithms><major><partitioning><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,
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· <code><blog><loop><related><structures><trees><github> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
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· <intermediate><blog><geometry><published><related><studying><visual> - 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
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· <intermediate><heavy><related><repositories><series><visual> - DirectX 12 News from GDC 2026 - My Comments
Long blog essay by Adam Sawicki reacting to Microsoft's DirectX 12 announcements from GDC 2026 (9-13 March).
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· <code><blog><oriented><posts><published><tooling> - Casey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake – BSC 2025
Casey Muratori - The Big OOPs: Anatomy of a Thirty-five-year Mistake is a Better Software Conference 2025 talk by Casey Muratori on how object-oriented hierarchy modeling shaped…
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· <code><intermediate><algorithms><heavy><oriented><trees> - 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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· <code><intermediate><blog><algorithm><related><tooling><github> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><intermediate><blog><posts><published><series><github> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <intermediate><blog><articles><downloadable><geometry><major> - Demystifying Vulkan Ray Tracing
Demystifying Vulkan Ray Tracing is a conference talk on the Conferenza Italiana sul Game Development YouTube channel that builds a mental model of ray tracing and a…
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· <code><intermediate><oriented><spatial><structures><github> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
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· <code><blog><geometry><oriented><tooling><python> - Blocky Planet — Making Minecraft Spherical
Blocky Planet - Making Minecraft Spherical is an August 2025 Bowerbyte tech-demo write-up on mapping cubic voxels onto a destructible spherical planet in Unity 6 with C#, Jobs,…
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· <code><math><intermediate><blog><focuses><published><studying> - 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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· <code><intermediate><geometry><series><visual><github> - Game Programming Patterns
A practical guide to design patterns in game code - object pools, spatial partitioning, state machines, and more.
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· <code><loop><partitioning><spatial><github> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
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· <blog><oriented><posts><related><series> - Qaws - C11 library for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D
Qaws is a dependency-free C11 library by soufianekhiat for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D.
It covers…
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· <code><math><intermediate><geometry><queries><traversal> - Spectral rendering, part 1: Spectra
Spectral rendering, part 1: Spectra is a November 2025 Moments in Graphics article by Christoph Peters opening a series on implementing spectral rendering in a real-time path…
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· <code><math><blog><downloadable><posts><series> - Dithering Series - Part 2
Dithering Series - Part 2 is an interactive visual essay by Damar on visualrambling.space, the second installment in a grayscale dithering series about ordered dithering.
It…
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· <blog><heavy><related><series><visual>