- 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,
100% match
· <code><advanced><blog><alone><compute><covers><instead><post> - Adaptive tessellation and subdivision
SIGGRAPH 2026 Advances talk slides by John Hable on compute-based adaptive tessellation and Catmull-Clark subdivision.
100% match
· <code><math><advanced><hable><adaptive><catmull><clark><compute> - GPU view-adaptive crack-free subdivision of Bézier surfaces
AMD GPUOpen article summarizing a Eurographics Symposium on Rendering 2026 paper on view-adaptive, crack-free subdivision of bicubic Bézier patches with GPU work graphs.
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· <code><advanced><blog><adaptive><aimed><bicubic><hardware><patches> - Triangle Tessellation with Clamped Parallelograms
Triangle Tessellation with Clamped Parallelograms is a technical blog article by John Hable.
John Hable derives a compute-friendly triangle tessellation algorithm using clamped…
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· <code><math><advanced><blog><hable><aimed><compute><covers> - Qaws - C11 library for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D
Qaws is a dependency-free C11 library by soufianekhiat for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D.
It covers…
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· <code><math><catmull><compute><covers><evaluation><patches><spline> - 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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· <code><math><advanced><blog><adaptive><compute><covers><instead> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
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· <code><blog><compute><covers><fixed><post><real><time> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
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· <code><math><advanced><blog><compute><covers><implementing><post> - Spark 1.3 and spark.js
Spark 1.3 and spark.js is a release post by Ignacio Castaño on the Ludicon blog covering Spark 1.3 real-time GPU texture compression and the new spark.js JavaScript package for…
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· <blog><compute><engineers><post><real><time><using><viewer> - Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing
Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing presents a 2025 Computer Graphics Forum paper by Rene Kern, Felix Brull, and Thorsten Grosch on real-time deep…
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· <code><advanced><adaptive><fixed><hardware><john><real><time> - Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Adaptive Tetrahedral Grids for Volumetric Path-Tracing presents a SIGGRAPH Talks 2025 publication by Anis Benyoub and Jonathan Dupuy of Intel Corporation on the GGX Research…
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· <code><math><advanced><adaptive><aimed><engineers><fixed><real> - Adventures in Neural Rendering
Adventures in Neural Rendering is a February 2026 blog post by Kostas Anagnostou on Interplay of Light about using small multilayer perceptrons as signal encoders in real-time…
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· <code><advanced><blog><aimed><engineers><post><real><time> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
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· <code><advanced><blog><compute><covers><hardware><instead><post> - Spectral rendering, part 3: Spectral vs. RGB
Spectral rendering, part 3: Spectral vs.
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· <code><math><advanced><blog><engineers><post><real><time> - Spectral rendering, part 2: Real-time rendering
Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral…
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· <code><math><advanced><blog><engineers><implementing><post><real> - GSWT: Gaussian Splatting Wang Tiles
GSWT: Gaussian Splatting Wang Tiles presents a SIGGRAPH Asia 2025 method by Yunfan Zeng, Li Ma, and Pedro V.
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· <code><math><advanced><covers><engineers><patches><real><surfaces> - Hardware Image Compression
Hardware Image Compression is a technical blog article by Ignacio Castaño.
Technical blog post by Ignacio Castaño comparing transparent hardware image compression formats -…
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· <code><advanced><blog><aimed><covers><hardware><post><real> - Surfel-based global illumination on the web
Surfel-based global illumination on the web is a January 2026 interactive article by Jure Triglav on implementing surfel GI with WebGPU compute shaders in the browser.
It walks…
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· <code><advanced><blog><compute><implementing><post><real><time> - VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
This is a Khronos blog post by NVIDIA driver engineer Lionel Duc on VK_EXT_present_timing and bringing time-based frame pacing to Vulkan swapchains.
It covers limits of opaque…
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· <code><advanced><blog><alone><covers><instead><post><real> - 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><blog><covers><hardware><implementing><instead><post>