- Cooperative Vectors Introduction
Technical introduction to Cooperative Vectors (long vectors) for neural network inference and training in shaders, written from experience in the Evolve rendering engine.
100% match
· <code><shaders><advanced><explains><neural><paths><training><vector> - Adventures in Neural Rendering part 2: Cooperative vectors
Technical blog post by Kostas Anagnostou on Interplay of Light, part 2 of Adventures in Neural Rendering, on Cooperative Vectors for MLP inference in shaders.
100% match
· <code><shaders><advanced><experimental><explains><mma><neural><path> - How to Not be Scared of SPIR-V
Vulkanised 2026 talk by Spencer Fricke of LunarG on demystifying SPIR-V for graphics developers.
98% match
· <code><shaders><talk><example><module><standard><versus><vulkan> - 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.
98% match
· <code><shaders><advanced><cuda><evaluating><path><small><tracer> - Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF is an open GitHub repository publishing the OpenPBR 1.1.1 material model extracted from Adobe's Eclair renderer as portable…
96% match
· <code><library><shaders><advanced><cuda><material><path><portable> - Introducing AMD DGF SuperCompression
AMD GPUOpen blog introducing DGF SuperCompression (DGFS), a software layer that further compresses Dense Geometry Format blocks for storage while decoding to DGF or conventional…
90% match
· <code><library><advanced><evaluating><explains><introducing><layer><storage> - Shipping Neural Texture Compression in Assassin’s Creed Mirage
A Ubisoft technical article on shipping neural texture compression for PBR materials in Assassin's Creed Mirage to cut texture memory while keeping visual quality.
It explains…
90% match
· <code><shaders><advanced><explains><material><neural><small><storage> - Quantization from the ground up
Long-form ngrok blog article by Sam Rose that explains model quantization from first principles, focused on how large language models are compressed.
88% match
· <explains><material><networks><path><small><storage><versus> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
88% match
· <code><shaders><evaluating><example><networks><neural><paths><slang> - 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…
85% match
· <code><library><advanced><experimental><layer><metal><shaders><slang> - Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder
Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder is a November 2025 Khronos blog by NVIDIA engineers…
85% match
· <code><shaders><advanced><explains><introducing><path><tracer><versus> - 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…
83% match
· <code><shaders><example><neural><path><talk><vulkan> - 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…
83% match
· <code><talk><cuda><explains><neural><training><versus> - NVIDIA Vulkan Ray Tracing Tutorial
NVIDIA Vulkan Ray Tracing Tutorial is a progressive Vulkan 1.4 tutorial site by Martin-Karl Lefrancois at NVIDIA (nvpro-samples), version 2.0, that converts a raster foundation…
83% match
· <code><shaders><across><path><slang><tracer><vulkan> - Getting Started with Slang: Reflections API
This is an event page for a Khronos and Slang meetup talk by Theresa Foley of NVIDIA titled Getting Started with Slang: Reflections API, scheduled for about 45 to 60 minutes.
It…
79% match
· <code><library><shaders><talk><material><slang><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,
77% match
· <code><shaders><advanced><example><material><standard><vector> - Realtime Raytracing in Bevy 0.17 (Solari)
Realtime Raytracing in Bevy 0.17 (Solari) is a September 2025 engineering blog post by jms55 on experimental hardware raytracing in Bevy 0.17 through the Solari plugin.
It gives…
77% match
· <code><shaders><advanced><evaluating><example><experimental><explains><inline> - NoGraphicsAPI
C++20 graphics library implementing bindless GPU-pointer and descriptor-heap ideas from the No Graphics API blog and talk.
73% match
· <code><library><advanced><metal><shaders><slang><talk><vulkan> - Warnock: Harnessing GPU Geometry Amplification for Vector Graphics
HPG talk by Mark Kilgard on Warnock, a research GPU library for filling and stroking 2D vector paths from a compact baked buffer.
73% match
· <code><advanced><talk><path><paths><shaders><vector> - 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…
71% match
· <code><advanced><explains><networks><neural><path><versus>