- 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…
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· <general><shaders><intermediate><also><material><materials><nodes><shading> - 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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· <shaders><also><based><free><material><performance><primary><programmers> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
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· <general><intermediate><aimed><based><beyond><dcc><free><magic> - 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.
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· <shaders><intermediate><also><author><based><engineers><free><material> - 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
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· <shaders><intermediate><based><cross><free><physically><programmers><renderer> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
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· <shaders><intermediate><free><light><material><pacing><source><style> - Generating Mipmaps // Vulkan For Beginners #31
Generating Mipmaps // Vulkan For Beginners #31 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial series.
Episode 31 of OGLDEV’s…
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· <aimed><audience><author><beyond><detail><explanation><free><implied> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
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· <library><aimed><also><audience><author><based><beyond><detail> - I3D 2026 Papers Preview
I3D 2026 Papers Preview is a recorded talk published on the I3D Symposium channel.
Short YouTube video from the I3D Symposium channel previewing papers presented at I3D 2026,…
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· <general><talk><aimed><author><beyond><chapter><conference><detail> - Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault.
GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
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· <talk><aimed><audience><author><beyond><conference><detail><explanation> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
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· <shaders><intermediate><author><free><light><matches><programmers><shading> - Getting started with BGFX
[video] Getting started with BGFX is a YouTube playlist by Game Coder Nz that walks through the bgfx cross-platform rendering library from a blank project to basic 3D and UI…
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· <library><shaders><cross><free><intermediate><practical><programmers><renderer> - Better Tile Breakup - Terrain Shaders - Episode 7
Better Tile Breakup - Terrain Shaders - Episode 7 is a Ben Cloward tutorial on a stronger method for breaking terrain texture tiling than the rotation approach from earlier in…
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· <shaders><intermediate><free><materials><practical><style><tiling><useful> - Spatial hashing for raytraced ambient occlusion
Spatial hashing for raytraced ambient occlusion is a November 2025 Interplay of Light post by Kostas Anagnostou on caching RTAO in a sparse spatial hash instead of dense 3D…
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· <based><free><light><practical><programmers><useful><want><work> - Demystifying Vulkan Ray Tracing
Demystifying Vulkan Ray Tracing is a conference talk on the Conferenza Italiana sul Game Development YouTube channel that builds a mental model of ray tracing and a…
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· <shaders><intermediate><talk><also><conference><free><primary><programmers> - Introducing geometric algebra
Introducing geometric algebra is the opening YouTube episode of the All Angles geometric algebra series, framing why the geometric product unifies tools used in graphics and…
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· <also><engineers><free><intermediate><talk><useful><video><want> - SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE is a SIGGRAPH Advances in Real-Time Rendering talk by Jarkko Lempiäinen of HypeHype on mobile-friendly…
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· <shaders><talk><based><engineers><free><high><light><shading> - 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,…
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· <shaders><talk><free><portable><programmers><streaming><style><useful> - 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…
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· <shaders><audience><free><materials><programmers><recordings><shading><useful> - Triple Buffering in Rendering APIs
Triple Buffering in Rendering APIs is a September 2025 practical guide on 4rknova.com explaining how a third swapchain image changes smoothness and throughput versus double…
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· <intermediate><also><free><pacing><practical><present><programmers><useful>