- How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
100% match
· <general><intermediate><talk><animation><describes><drawn><hand><lighting> - 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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· <drawn><lighting><look><needed><related><shadows><world> - Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's…
75% match
· <effects><lighting><scattering><shadows><siggraph><talks> - Ghost of Yōtei – tech deep dive
This PlayStation Blog post by Adrian Bentley, Director of Programming at Sucker Punch Productions, is a long-form tech deep dive into systems behind Ghost of Yotei on PlayStation…
69% match
· <general><needed><siggraph><talks><volumetric><world> - A Tour of Cute Framework's Renderer
A Tour of Cute Framework's Renderer is long-form documentation by Randy Gaul on Cute Framework's cross-platform 2D renderer from sprites through GPU command paths.
It explains…
65% match
· <intermediate><animation><drawn><shapes><sprite><sprites> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
62% match
· <animation><film><match><paper><related> - 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…
62% match
· <animation><film><paper><siggraph><talks> - Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
Physically Based Rendering: Putting Pieces Together is a Game Industry Conference 2024 talk by Pawel Stolecki of CD Projekt Red that maps how PBR lighting topics interlock for…
60% match
· <general><intermediate><talk><effects><lighting><related><shadows> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
58% match
· <general><intermediate><effects><volumes><volumetric><world> - SIGGRAPH Thesis Fastforward 2026
SIGGRAPH Thesis Fastforward 2026 is an official ACMSIGGRAPH YouTube recording of short PhD thesis pitches from SIGGRAPH-related graphics research.
Featured talks include Monte…
58% match
· <general><talk><geometry><related><siggraph><talks> - SIGGRAPH Asia 2025 - Technical Papers Trailer
SIGGRAPH Asia 2025 - Technical Papers Trailer is an official ACMSIGGRAPH YouTube preview of selected technical papers from SIGGRAPH Asia 2025 in Hong Kong.
Highlighted work…
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· <general><talk><geometry><paper><siggraph><world> - Generative AI model for Global Illumination effects
Generative AI model for Global Illumination effects is a July 2025 AMD GPUOpen Learn article by SungYe Kim, Wojciech Uss, Wojciech Kalinski, Alexandr Kuznetsov, and Harish Anand…
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· <general><kim><describes><effects><lighting><paper> - SIGGRAPH 2025 Technical Papers Trailer
This ACMSIGGRAPH YouTube video is the official SIGGRAPH 2025 Technical Papers Trailer.
58% match
· <general><talk><lighting><paper><related><siggraph> - GPU Gems (Series - Books 1-3)
A three-volume anthology of advanced GPU programming techniques, now free online.
56% match
· <general><animation><film><geometry><shadows> - A Game Developer’s Guide to SIGGRAPH 2026: Building Your Week Beyond the Games Summit
ACM SIGGRAPH blog guide for game developers attending SIGGRAPH 2026, starting from the inaugural Games Summit and mapping related sessions across the week.
56% match
· <general><animation><related><siggraph><talks> - SIGGRAPH 2025 Links
SIGGRAPH 2025 Links is a curated blog roundup by Stephen Hill that indexes public materials from SIGGRAPH 2025 rather than presenting a single talk or paper.
It groups…
56% match
· <general><paper><siggraph><talks><volumes> - The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn
SIGGRAPH 2015 slide deck on Guerrilla Games' Nubis volumetric cloud system for Horizon Zero Dawn, covering ray-marched modeling, lighting, and GPU optimizations.
52% match
· <talk><lighting><scattering><siggraph><volumetric> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
52% match
· <intermediate><effects><lighting><look><related> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
52% match
· <intermediate><animation><compositing><shapes><world> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
52% match
· <intermediate><geometry><lighting><shadows><siggraph>