- 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><optimization><advanced><alpha><covers><memory><non><shared> - Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace
Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace is an NVIDIA Game Developer talk by Calvin Chu on profiling and speeding up the RTX Mega Geometry SDK sample.
It…
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· <code><optimization><advanced><talk><gains><memory><nvidia><shared> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
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· <code><optimization><advanced><talk><alpha><conference><covers><culling> - Making GPUs Actually Fast: A Deep Dive into Training Performance
Making GPUs Actually Fast: A Deep Dive into Training Performance is a Jane Street YouTube talk by Corwin and Sylvain on keeping GPUs busy while training neural nets in…
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· <code><optimization><talk><gpus><memory><non><nvidia><shared> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <code><optimization><advanced><changing><gpus><layouts><nvidia><speeding> - 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><optimization><advanced><covers><gpus><level><memory><nvidia> - 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><talk><conference><covers><level><memory><shared> - 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…
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· <code><optimization><advanced><talk><covers><memory><non><without> - Higher GPU occupancy via timeline semaphores (Vulkan)
r/GraphicsProgramming write-up on replacing binary semaphores and heavy fencing with an implicit Vulkan framegraph driven by timeline semaphores keyed to resources.
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· <code><optimization><advanced><consumer><covers><fps><gains><measured> - D3D12 Opacity Micromaps
A Microsoft DirectX Developer Blog post by Amar and Adam on Direct3D 12 Opacity Micromaps (OMMs) in DXR Tier 1.2 for cheaper alpha-tested geometry in ray tracing.
It covers…
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· <code><optimization><advanced><alpha><covers><gpus><nvidia><without> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume is the Eurographics 2026 paper by Arno Coomans, Giacomo Nazzaro, and coauthors from Huawei Technologies and Graz University of…
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· <code><optimization><advanced><consumer><gains><gpus><memory><without> - This many points is surely out of scope!
This many points is surely out of scope is an August 2025 blog post by Aras Pranckevičius on upgrading Blender video sequencer scopes and measuring dense GPU point rendering.
It…
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· <code><optimization><advanced><alpha><covers><fps><gains><measured> - 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><optimization><advanced><gpus><memory><nvidia><shared><warp> - How to Think About GPUs
How to Think About GPUs is a free online chapter from How To Scale Your Model by Jacob Austin, Swapnil Patil, Adam Paszke, and Reiner Pope.
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· <code><optimization><advanced><gpus><memory><nvidia><shared><warp> - Blackwell: Nvidia’s Massive GPU
This is a June 2025 Chips and Cheese architecture deep dive by Chester Lam measuring Nvidia's largest consumer Blackwell GPU, focused on GB202 configurations such as the RTX PRO…
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· <code><optimization><advanced><consumer><covers><memory><nvidia><shared> - 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…
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· <code><advanced><talk><conference><covers><shared><without> - 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…
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· <code><advanced><talk><conference><covers><gpus><without> - I3D 2025 Papers Session 6 - Neural & Splatting
A YouTube recording of I3D 2025 Papers Session 6 on Neural and Splatting, hosted on the I3D Symposium channel.
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· <code><advanced><talk><conference><covers><gaussian><level><splatting> - 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><changing><covers><culling><non><without> - Nanite + Reyes
Technical blog post by Brian Karis on Graphic Rants describing how Unreal Nanite gains Reyes-style tessellation for displacement without changing Nanite mesh data.
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· <code><advanced><changing><covers><culling><gains><without>