- 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><blog><article><based><hundreds><low><massive> - How tetrahedral cages significantly reduce BVH memory usage
AMD GPUOpen article on ray-tracing independently animated dense geometry with deformable tetrahedral cages so dense meshes and BVHs stay static and reusable.
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· <code><optimization><advanced><blog><gruen><amd><animated><article> - Gaussian Point Splatting
Gaussian Point Splatting proposes a stochastic method for rendering massive 3D Gaussian Splatting scenes by sampling pixel-sized opaque points from Gaussians, splatting via…
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· <code><optimization><advanced><based><hundreds><interactive><massive><millions> - 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…
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· <code><optimization><advanced><blog><amd><dense><explains><geometry> - CuRast: Cuda-Based Software Rasterization for Billions of Triangles
CUDA software rasterizer for dense opaque meshes with hundreds of millions to billions of triangles, without precomputed LODs or acceleration structures.
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· <code><optimization><advanced><based><demo><dense><geometry><hundreds> - HIP Threads: GPU power for teams without GPU experts
AMD GPUOpen Learn article by Alexander Blake-Davies, Kelvin Lui, Chas Boyd, Marko Savic, and Daniel McIntosh introducing HIP Threads, a C++ concurrency library for AMD GPUs.
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· <code><optimization><blog><amd><article><gpuopen><ray><raytracing> - Inline vs Pipeline Ray Tracing
Inline vs Pipeline Ray Tracing is a November 2025 Evolve Benchmark blog post by Manon Oomen comparing the two DirectX and Vulkan-style ray-tracing programming models as…
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· <code><optimization><advanced><blog><amd><article><explains><ray> - BLAS Sharing for ray tracing cluster-based continuous level of detail
BLAS Sharing for ray tracing cluster-based continuous level of detail is a technical documentation page in NVIDIA nvpro-samples vk_lod_clusters describing how to share…
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· <code><optimization><advanced><based><blas><explains><geometry><ray> - Dynamic levels of detail in Evolve
Dynamic levels of detail in Evolve is an October 2025 engineering post by Jan Kind on geometry and material LOD in the Breda framework behind the Evolve next-gen GPU…
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· <code><optimization><advanced><blog><article><demo><geometry><ray> - Animating geometry with AMD DGF
Animating geometry with AMD DGF is a September 2025 GPUOpen blog by Sander Reitter, Quirin Meyer, and Josh Barczak on driving topology-stable mesh animation through AMD Dense…
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· <code><optimization><advanced><blog><amd><animated><animating><animation> - A Texture Streaming Pipeline for Real-Time GPU Ray Tracing
A Texture Streaming Pipeline for Real-Time GPU Ray Tracing is a SIGGRAPH 2025 Talks paper by Mark Lee, Nathan Zeichner, and Yining Karl Li from Disney Animation on streaming Ptex…
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· <code><optimization><advanced><animation><article><demo><explains><interactive> - AMD releases Vulkan support for Dense Geometry Format
AMD releases Vulkan support for Dense Geometry Format is an AMD GPUOpen technical blog by Stuart Smith announcing the provisional Vulkan extension VK_AMDX_dense_geometry_format…
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· <code><optimization><advanced><blog><amd><based><blas><dense> - Enhancing DirectX Testing with AMD Smoldr
Enhancing DirectX Testing with AMD Smoldr is a March 2026 AMD GPUOpen post by Sebastian Neubauer announcing Smoldr, an open-source text-script tool for running DirectX 12 shaders…
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· <code><blog><amd><article><gpuopen><ray><raytracing><tracing> - Real-time rendering of animated meshless representations
Real-time rendering of animated meshless representations presents a High-Performance Graphics 2025 paper by Pacome Luton and Thibault Tricard of INRIA / LJK (CNRS, UGA, INP-G),…
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· <code><advanced><animated><animation><cage><demo><paper><tetrahedral> - 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><blog><blas><geometry><ray><raytracing> - Billions of triangles in minutes
Billions of triangles in minutes is a technical blog post by Arseny Kapoulkine on zeux.io about speeding hierarchical clustered LOD builds in meshoptimizer enough to process…
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· <code><optimization><advanced><blog><demo><explains><geometry><ray> - AMD's RDNA4 GPU Architecture at Hot Chips 2025
AMD's RDNA4 GPU Architecture at Hot Chips 2025 is a technical blog article by Chester Lam on Chips and Cheese that unpacks AMD's Hot Chips 2025 presentation of the RDNA4…
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· <code><optimization><advanced><blog><amd><article><low><ray> - Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow is a paper by Haojie Jin, Fujia Su, Zehui Lin, Chenxiao Hu, Jierui Ren, Yuqing Yuan, Yanchen Zhang, Zhongtao…
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· <code><optimization><advanced><low><paper><ray><raytracing><reusing> - Even Faster asin() Was Staring Right At Me
Even Faster asin() Was Staring Right At Me is a March 2026 follow-up blog post on 16BPP.net that further optimizes a Cg-style arcsine polynomial approximation for CPU ray…
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· <code><optimization><blog><amd><article><ray><raytracing><tracing> - 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><amd><article><based><paper><static>