- 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><gpu><kernel><last><like><multi> - 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><wang><accessible><last><link> - High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization presents a deferred software rasterization pipeline for real-time strand-based hair…
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· <code><optimization><advanced><paper><accessible><based><hardware><last> - 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><gpu><hardware> - Reconstructing Physically Stable 3D Scenes from a Single Image
Reconstructing Physically Stable 3D Scenes from a Single Image is a single research paper with a public REST3D project site, code release, and demo videos.
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· <code><advanced><paper><wang><accessible><last><link><presents> - 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><gpu><last> - 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><cuda><gpu><hardware> - 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> - Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction
Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction augments each 3D Gaussian with a lightweight MLP that models…
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· <code><advanced><paper><accessible><last><like><link><plus> - 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><optimizes> - 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><wang><accessible><based><generation><last> - 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><energy><last><link> - 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…
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· <code><optimization><advanced><gpu><hardware><micro><optimizing><prior> - Making GPUs Actually Fast: A Deep Dive into Training Performance
Making GPUs Actually Fast: A Deep Dive into Training Performance is a Jane Street YouTube talk by Corwin and Sylvain on keeping GPUs busy while training neural nets in…
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· <code><optimization><cuda><gpu><kernels><micro><multi><plus> - CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization
CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization presents a training-free multi-agent workflow for CUDA kernel generation and optimization by…
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· <code><optimization><advanced><paper><wang><zhang><accessible><agent> - Practically Utilizing Neural Networks in CPU-based Production Rendering
Practically Utilizing Neural Networks in CPU-based Production Rendering presents a Journal of Computer Graphics Techniques paper by Steve Bako, Ryusuke Villemin, and Magnus…
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· <code><optimization><advanced><paper><accessible><based><energy><gpu> - 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><paper><accessible><based><gpu><hardware> - Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization
Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization presents a Sakana AI paper introducing robust-kbench and an agentic pipeline that translates…
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· <code><optimization><advanced><paper><accessible><agent><based><cuda> - Towards GPU Parallelism Abstractions in Rust: A Case Study with Linear Pipelines
Towards GPU Parallelism Abstractions in Rust: A Case Study with Linear Pipelines presents a 2025 SBLP paper by Leonardo Gibrowski Fae and Dalvan Griebler (PUCRS) on high-level…
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· <code><advanced><paper><accessible><cuda><gpu><last><link> - How to Think About GPUs
How to Think About GPUs is a free online chapter from How To Scale Your Model by Jacob Austin, Swapnil Patil, Adam Paszke, and Reiner Pope.
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· <code><optimization><advanced><patil><cuda><efficiency><gpu><kernel>