- 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,
100% match
· <code><advanced><baked><bounds><buffer><error><gpu><mark> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
100% match
· <code><advanced><against><bounds><error><geometry><gpu><mesh> - 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…
100% match
· <code><advanced><against><baked><buffer><compact><geometry><gpu> - 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.
98% match
· <code><advanced><talk><buffer><geometry><gpu><mesh><paths> - 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…
94% match
· <code><against><buffer><describes><geometry><gpu><pixel><space> - Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
[video] Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P.
85% match
· <code><advanced><talk><compact><geometry><gpu><pixel><shaders> - A Decade of Slug
A Decade of Slug is a March 2026 Terathon blog post by Eric Lengyel marking ten years of the Slug Algorithm for GPU font and vector rendering from Bezier curves.
The article…
83% match
· <code><advanced><bounds><gpu><pixel><shaders><space><vector> - Adaptive tessellation and subdivision
SIGGRAPH 2026 Advances talk slides by John Hable on compute-based adaptive tessellation and Catmull-Clark subdivision.
79% match
· <code><math><advanced><talk><geometry><gpu><mesh><tessellation> - Voronoi Fragmentation of a Mesh
Long-form guide to shattering a convex mesh into Voronoi shards by clipping against perpendicular bisector planes, with an interactive three.js demo.
77% match
· <code><math><advanced><against><geometry><library><mesh><space> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
77% match
· <code><math><advanced><against><geometry><links><mesh><talk> - Half-baked: Probe warping
Half-baked: Probe warping is a personal technical essay on c0de517e.com about warping depth-aware probe data baked at one location to approximate results at another.
After…
77% match
· <code><math><advanced><against><baked><library><links><mapping> - Quadric-Based Silhouette Sampling for Differentiable Rendering
Quadric-Based Silhouette Sampling for Differentiable Rendering presents a SIGGRAPH 2025 ACM TOG paper by Mariia Soroka, Christoph Peters, and Steve Marschner on importance…
77% match
· <code><math><advanced><geometry><links><mesh><path><space> - Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Adaptive Tetrahedral Grids for Volumetric Path-Tracing presents a SIGGRAPH Talks 2025 publication by Anis Benyoub and Jonathan Dupuy of Intel Corporation on the GGX Research…
77% match
· <code><math><advanced><gpu><path><pixel><space><talk> - Qaws - C11 library for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D
Qaws is a dependency-free C11 library by soufianekhiat for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D.
It covers…
75% match
· <code><math><geometry><gpu><library><paths><shaders> - neural.slang: A Standard Module for Inline Neural Networks in Shaders
Hot3D talk introducing neural.slang, an experimental Slang standard module for evaluating and training small neural networks inline in shaders.
73% match
· <code><advanced><talk><path><paths><shaders><vector> - 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…
73% match
· <code><advanced><talk><geometry><gpu><shaders><tessellation> - Fixing GLSL HLSL
[video] Fixing GLSL HLSL is a Neokineogfx YouTube talk by Timothy Lattis proposing concrete language and API changes to reduce register pressure, improve control over assembly,…
73% match
· <code><advanced><talk><buffer><gpu><paths><shaders> - GPU Side Input
GPU Side Input is a short technical talk by Timothy Lattis on the Neokineogfx channel about reading controller and keyboard state from GPU shaders late in the frame to cut…
73% match
· <code><advanced><talk><buffer><gpu><path><shaders> - Nanite Tessellation
Nanite Tessellation is the February 2026 opening post of Brian Karis's Graphic Rants series on Nanite Dynamic Tessellation (also called Nanite Dynamic Displacement), the Unreal…
71% match
· <code><advanced><amplification><geometry><links><pixel><tessellation> - The Geometry Behind Normal Maps
The Geometry Behind Normal Maps is a technical article by Shlomi on shlom.dev that explains the geometric meaning of tangent space and how that local frame supports normal…
69% match
· <math><geometry><mapping><mesh><shaders><space>