- 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><advanced><covers><each><frame><gpu><input> - Neural Texture Compression in Metal 4
Technical write-up of MetalNTC, a Neural Texture Compression implementation for Apple Silicon based on NVIDIA random-access neural material compression.
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· <code><shaders><advanced><compression><covers><inference><mlp><neural> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
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· <code><library><advanced><amd><compression><covers><frame><live> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG).
HPG talk by Shannon Woods (NVIDIA / Khronos…
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· <code><shaders><covers><neural><programmers><source><texture><training> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
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· <shaders><amd><gpuopen><new><programmers><release><shader><source> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel.
DirectX Developer Blog announcing Agility SDK…
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· <code><shaders><d3d12><each><model><new><notes><programmers> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
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· <code><shaders><advanced><algebra><d3d12><linear><model><neural> - An interpreter for HLSL that can run shader code on the CPU.
An interpreter for HLSL that can run shader code on the CPU.
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· <code><library><shaders><gpu><live><notes><open><programmers> - Real-Time Neural Network Implementation for GPUs
Real-Time Neural Network Implementation for GPUs is an open-source library / codebase hosted on GitHub.
Open-source companion code for the GPU Zen 4 chapter on real-time neural…
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· <code><library><advanced><gpu><inference><live><mlp><neural> - Introducing MiniDXNN: MLP library for DirectX 12
AMD GPUOpen announcement of MiniDXNN, an MLP inference library built natively for HLSL and DirectX 12 using cooperative vector APIs on Radeon matrix cores.
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· <code><library><shaders><harada><amd><compression><gpuopen><inference> - RenderDoc - Version v1.41
RenderDoc - Version v1.41 is the GitHub release notes for RenderDoc 1.41, baldurk's open-source graphics debugger for capturing and inspecting GPU frames.
The headline change is…
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· <code><amd><d3d12><gpu><new><notes><open><release> - 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><amd><covers><d3d12><gpu><gpuopen><inference> - Video Game Blurs (and how the best one works)
Video Game Blurs (and how the best one works) is an interactive graphics article on FrostKiwi's Secrets that teaches realtime blur algorithms in the browser with WebGL demos,…
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· <shaders><covers><each><interactive><live><notes><programmers><shader> - GPU Work Graphs Course
GPU Work Graphs Course is the Coburg Graphics Lab landing page for the SIGGRAPH 2025 course on GPU Work Graphs, taught by Bastian Kuth, Max Oberberger, and Quirin Meyer.
It…
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· <code><library><app><d3d12><gpu><live><notes><programmers> - Debugging AMD-Specific Issues with Driver Experiments Tool
Debugging AMD-Specific Issues with Driver Experiments Tool is a July 2025 article on asawicki.info about using Driver Experiments in AMD's Radeon Developer Panel to diagnose…
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· <code><advanced><amd><app><compression><gpuopen><notes><shader> - Using the Matrix Cores of AMD RDNA 4 architecture GPUs
Using the Matrix Cores of AMD RDNA 4 architecture GPUs is an AMD GPUOpen technical blog by Takahiro Harada and Atsushi Yoshimura.
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· <code><advanced><harada><amd><gpu><gpuopen><inference><mlp> - The Art Of Packing Data
The Art Of Packing Data is a long technical blog post by redorav on The Code Corsair.
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· <code><shaders><compression><covers><gpu><model><notes><programmers> - Enhancing AMD Radeon GPU Detective Output with DirectX Debug Information
This AMD GPUOpen technical article by Amit Ben-Moshe, posted 2025-06-17, documents how AMD Radeon GPU Detective (RGD) 1.5 can enrich post-mortem GPU crash reports using DirectX…
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· <code><shaders><amd><gpu><gpuopen><new><shader><source> - 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…
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· <library><compression><each><gpu><notes><programmers><texture> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
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· <code><advanced><covers><d3d12><frame><gpu><model><programmers>