- 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><based><buffer><far><last><mesh><meshes> - TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields
TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields introduces a generative method that synthesizes nearest-vertex vector fields over…
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· <code><advanced><paper><accessible><last><link><lod><mesh> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><optimization><advanced><paper><accessible><field><high><last> - A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU is Muhammad Anas and Alan Wolfe's JCGT paper presenting a texture-based GPU method that evaluates Bézier curves…
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· <code><advanced><paper><accessible><based><last><link><performance> - 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><paper><accessible><last><link><real> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
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· <code><optimization><advanced><paper><accessible><last><link><lod> - Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes
Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes introduces nested mesh shells extracted from a signed distance field and rasterized with alpha compositing for…
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· <code><advanced><paper><accessible><based><field><last><link> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
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· <code><optimization><advanced><paper><accessible><based><hardware><last> - Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization
Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization.
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· <code><optimization><advanced><paper><accessible><based><hardware><last> - A real time lighting technique for procedurally generated 2d isometric game terrains
A real time lighting technique for procedurally generated 2d isometric game terrains proposes automatic real-time lighting for seed-generated isometric maps by estimating 2D…
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· <code><advanced><paper><accessible><last><link><real><reports> - 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><paper><accessible><based><last><link> - Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight
Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight recovers hardware command streams from NVIDIA's closed-source userspace driver by…
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· <code><optimization><advanced><paper><accessible><hardware><last><link> - 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><lipp><wimmer><based><meshes><paper> - ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing presents algorithmic and engineering improvements to ReSTIR path tracing that report 2–3x…
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· <code><optimization><advanced><paper><accessible><based><last><link> - Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
A Graphics Programming Conference talk by id Software engine programmers Philip and Dominic on the opaque geometry pipeline in DOOM: The Dark Ages on idTech 8.
They cover why…
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· <code><optimization><advanced><buffer><deferred><hardware><high><performance> - Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3
[video] Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3 is a Vulkanised 2026 talk by Lucas Miguel Antunes da Silva of DevSH Graphics Programming on GPU-driven…
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· <code><optimization><advanced><based><deferred><meta><performance><presents> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
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· <code><advanced><paper><accessible><based><last><link><mesh> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
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· <code><advanced><paper><accessible><based><last><link><presents> - Implicit Position-Based Fluids (IPBF)
Implicit Position-Based Fluids (IPBF) presents a Utah Graphics Lab incompressible SPH method by Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, and Cem Yuksel that uses…
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· <code><advanced><paper><accessible><based><implicit><last><link> - Minimalist ray-tracing leveraging only acceleration structures
This is an AnKi 3D Engine blog post by Panagiotis Christopoulos Charitos on a lightweight potato-mode ray-tracing path using only acceleration structures and ray queries instead…
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· <code><advanced><buffer><far><hardware><pipeline><shader><shading>