- I Tried Coding my own Graphics Library
Sebastian Lague Coding Adventures video on building a lightweight Vulkan graphics and compute library in C++.
100% match
· <code><aimed><api><apis><binding><design><gpu><modern> - Writing a bindless GPU abstraction layer
Writing a bindless GPU abstraction layer is a technical blog article by Kevin Gibson.
Blog post by Kevin Gibson describing Loon GPU, an experimental bindless C++ GPU abstraction…
100% match
· <code><advanced><aaltonen><aimed><api><current><gpu><modern> - How rendering changed | Sebastian Aaltonen
How rendering changed | Sebastian Aaltonen is a recorded talk by Sebastian Aaltonen, presented at Wookash Podcast.
Wookash Podcast interview with Sebastian Aaltonen on his…
100% match
· <code><advanced><talk><aaltonen><aimed><api><complexity><design> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
100% match
· <code><advanced><aaltonen><api><apis><complexity><current><design> - Descriptors are Hard
Descriptors are Hard is a full-slot talk by Dr Faith Ekstrand of Collabora at XDC 2025 (X.Org Developer's Conference), focused on how modern graphics APIs expose resources to…
100% match
· <code><advanced><talk><aimed><api><apis><binding><engine> - 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…
100% match
· <code><talk><api><complexity><design><gpu><gpus><historical> - The Sad State of Hardware Virtual Textures
The Sad State of Hardware Virtual Textures is a 2025 HAL technical report by Antoine Richermoz and Fabrice Neyret from the MAVERICK team.
100% match
· <code><advanced><api><apis><binding><current><drivers><engine> - Raytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond is a recorded talk by Gabe Rundlett, Dennis Gustafsson, presented at Graphics Programming Conference.
Graphics Programming Conference…
98% match
· <code><advanced><talk><aimed><design><engine><gpus><modern> - It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan
It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan is a talk by Mason Remaley on his Games by Mason blog, with embedded video and slides.
96% match
· <code><talk><aaltonen><api><engine><gpu><sebastian><video> - Thoughts on No Graphics API
Thoughts on No Graphics API is a January 2026 corsix.org essay responding to Sebastian Aaltonen's No Graphics API proposal for a thinner GPU programming interface.
It asks what…
96% match
· <code><advanced><aaltonen><api><apis><engine><gpu><modern> - 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…
96% match
· <code><talk><architects><design><engine><extended><historical><models> - 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,…
94% match
· <code><api><apis><drivers><engine><gpu><modern><surface> - Vulkan WORM
Vulkan WORM is a technical talk by Timothy Lattis on the Neokineogfx channel presenting Write Once, Read Many as a frame-scoped GPU memory model for simpler Vulkan compute and…
85% match
· <code><advanced><talk><complexity><engine><gpu><reducing><simpler> - REAC 2025 Anvil Rendering Architecture
This is a REAC 2025 conference talk video by Nicolas Lopez and Michel Bouchard of Ubisoft about Anvil's rendering architecture as a centralized monorepo engine shared across…
85% match
· <code><advanced><talk><architects><binding><engine><gpu><video> - 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…
85% match
· <code><advanced><talk><aimed><complex><engine><gpu><modern> - SIMD Started It, SIMT Improved It
SIMD Started It, SIMT Improved It is a January 2026 ACM SIGGRAPH Blog article by Jon Peddie of Jon Peddie Research on how GPU execution models evolved from SIMD pipelines to SIMT…
81% match
· <code><api><gpu><gpus><historical><models><pointers> - Software occlusion culling in Block Game
Software occlusion culling in Block Game is a January 2026 Eniko Fox blog post on a CPU depth-buffer occlusion culler for an FNA block/chunk game aimed at weak integrated…
81% match
· <code><aimed><apis><design><engine><gpu><gpus> - Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek)
Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek) is a recorded talk by Sebastian Sydow, presented at RustNL.
RustWeek 2026 talk by Sebastian Sydow…
73% match
· <code><advanced><talk><aimed><gpu><sebastian><video> - Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault.
GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
73% match
· <code><advanced><talk><aimed><engine><gpu><like> - 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…
73% match
· <code><advanced><talk><extended><gpu><gpus><video>