- 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…
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· <code><android><architecture><core><developers><linux><official><packaging> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
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· <code><advanced><architecture><developers><models><performance><pipelines><vulkan> - Tellusim Core SDK - Open Source
Tellusim Core SDK - Open Source is the GitHub repository for Tellusim Core SDK, the foundational C++ layer of the Tellusim Engine for cross-platform graphics, compute, and…
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· <code><advanced><android><core><developers><linux><windows><github> - Vulkan Tutorial - Introduction
Official Khronos Vulkan tutorial introducing instances, devices, swapchains, render passes, and the explicit synchronization model.
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· <code><general><course><khronos><models><official><pipelines><synchronization> - Boost your graphics performance with the M5 and A19 GPUs
Boost your graphics performance with the M5 and A19 GPUs is an Apple Developer Tech Talk by Irfan on the Family 10 GPU in M5 and A19 for games and pro Metal apps.
It covers…
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· <code><advanced><developers><performance><pipelines><structure><techniques> - ONNX and DirectML execution provider guide - part 1
This AMD GPUOpen technical article by Hui Zhang is part 1 of a guide to using the ONNX Runtime DirectML execution provider with a native DirectX 12 pipeline.
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· <code><advanced><developers><patterns><synchronization><using><windows> - Shipping WebGPU on Windows in Firefox 141
Shipping WebGPU on Windows in Firefox 141 is a July 2025 Mozilla Gfx Team Blog post by jblandy announcing that Firefox 141 enables WebGPU on Windows after years of…
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· <code><general><android><architecture><developers><linux><windows><vulkan> - 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…
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· <code><advanced><course><developers><official><pipelines><techniques><vulkan> - 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><advanced><fill><performance><pipelines><technique><using><github> - 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…
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· <code><advanced><abstractions><core><management><patterns><github> - LunarG at SIGGRAPH 2025: Updates on Ecosystem and GFXReconstruct
LunarG at SIGGRAPH 2025: Updates on Ecosystem and GFXReconstruct is a LunarG announcement summarizing the company's Khronos Vulkan Birds of a Feather talks at SIGGRAPH 2025 in…
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· <code><android><developers><linux><track><windows><vulkan> - 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.
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· <code><advanced><architecture><management><modules><pipelines><github><vulkan> - Simplifying Vulkan One Subsystem at a Time
Simplifying Vulkan One Subsystem at a Time is a February 2026 Khronos blog post by Tobias Hector (AMD / Vulkan Strategy Officer) on cutting Vulkan API complexity through…
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· <code><advanced><core><developers><official><github><vulkan> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><android><developers><linux><windows><github><vulkan> - Triangle Tessellation with Clamped Parallelograms
Triangle Tessellation with Clamped Parallelograms is a technical blog article by John Hable.
John Hable derives a compute-friendly triangle tessellation algorithm using clamped…
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· <code><advanced><design><fill><patterns><using> - 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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· <code><advanced><core><performance><pipelines><structure> - REAC 2025 Dragon Age: The Veilguard - GI, RT, Character Creator and other systems
This is a REAC 2025 conference talk video by Navjot Garg, Kleber Garcia, and Darrin Stewart about architectural choices for global illumination, ray tracing, and the character…
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· <code><advanced><architectural><architecture><performance><pipelines> - WWDC25: Unlock GPU computing with WebGPU | Apple
[video] WWDC25: Unlock GPU computing with WebGPU | Apple is a WWDC25 session from Apple Developer in which Safari engineer Mike explains WebGPU for graphics and general-purpose…
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· <code><developers><performance><pipelines><structure><textures> - 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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· <code><advanced><design><performance><pipelines><vulkan> - 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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· <code><advanced><pipelines><textures><using><vulkan>