- No More Shading Languages: Compiling C++ to Vulkan Shaders
No More Shading Languages: Compiling C++ to Vulkan Shaders presents a High-Performance Graphics 2025 paper by H.
96% match
· <code><shaders><authors><eurographics><modern><open><paper><pipelines> - 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><built><course><documentation><passes><pipelines><vulkan> - Real-Time GPU Tree Generation
Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik…
75% match
· <code><shaders><eurographics><memory><modern><paper><pipelines> - Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing
Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing presents a 2025 Computer Graphics Forum paper by Rene Kern, Felix Brull, and Thorsten Grosch on real-time deep…
75% match
· <code><shaders><built><comparing><eurographics><paper><pipelines> - Introducing Skia Graphite: Chrome's rasterization backend for the future
Introducing Skia Graphite: Chrome's rasterization backend for the future is a Chromium blog post by Michael Ludwig and Sunny Sachanandani.
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· <code><intermediate><blog><built><memory><modern><pipelines><vulkan> - Vulkan Tutorial - Introduction
Official Khronos Vulkan tutorial introducing instances, devices, swapchains, render passes, and the explicit synchronization model.
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· <code><intermediate><course><passes><pipelines><swapchains><vulkan> - The History of the GPU | GDEX 2025
[video] The History of the GPU | GDEX 2025 is an approximately 40-minute conference talk by Nick Driscoll, a Vulkan SDK tools developer at LunarG, presented at GDEX 2025 and…
67% match
· <code><intermediate><modern><parallel><pipelines><presented><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><shaders><blog><course><documentation><parallel><pipelines> - TinyDiffRast project
TinyDiffRast project is a tiny course and codebase by Jordan J.
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· <code><shaders><authors><course><pipelines><students> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It…
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· <code><shaders><intermediate><course><passes><pipelines><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.
58% match
· <code><shaders><authors><memory><pipelines><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…
58% match
· <code><shaders><course><modern><pipelines><vulkan> - 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.
56% match
· <shaders><intermediate><blog><comparing><modern><presented><opengl> - Practically Utilizing Neural Networks in CPU-based Production Rendering
Practically Utilizing Neural Networks in CPU-based Production Rendering presents a Journal of Computer Graphics Techniques paper by Steve Bako, Ryusuke Villemin, and Magnus…
56% match
· <code><memory><open><paper><pipelines> - 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><abstractions><documentation><memory><open> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><intermediate><blog><course><curricula><modern><vulkan> - Interactive Computer Graphics (YouTube Lecture Series)
Full university course lectures on interactive/real-time rendering - OpenGL, GLSL, textures, shadows, geometry/tessellation/compute shaders, and GPU ray tracing.
54% match
· <course><students><teaching><opengl><vulkan> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
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· <code><shaders><intermediate><blog><documentation><passes><pipelines> - 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.
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· <code><intermediate><abstractions><course><modern><vulkan> - Runtime Mipmap Generation
Runtime Mipmap Generation is a February 2026 blog post by Ignacio Castano on generating mipmaps at runtime in spark.js instead of shipping precomputed chains with compressed…
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· <code><shaders><blog><comparing><memory><pipelines>