- 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><shaders><advanced><last><material><multi><only><per> - Neural Texture Compression in Metal 4
Technical write-up of MetalNTC, a Neural Texture Compression implementation for Apple Silicon based on NVIDIA random-access neural material compression.
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· <code><shaders><advanced><compression><latent><material><mlp><neural> - Taming optimization variance in compact neural shading networks
Taming optimization variance in compact neural shading networks.
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· <code><shaders><advanced><paper><accessible><last><link><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><advanced><paper><accessible><last><link><quality><reports> - PEPS: Positional Encoding Projected Sampling
PEPS: Positional Encoding Projected Sampling presents a learned positional encoding that treats absolute positional-encoding projections as sample points for grid encoders in…
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· <code><advanced><paper><accessible><comparable><compression><last><link> - Neural Render Proxies for Interactive and Differentiable Lighting
Neural Render Proxies for Interactive and Differentiable Lighting introduces a scene-specific neural render proxy that decouples path sampling from emission so static scenes with…
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· <code><advanced><paper><accessible><egsr><gradient><last><link> - Real-time Neural Six-way Lightmaps
Real-time Neural Six-way Lightmaps proposes a neural method that predicts six-way lightmaps from a camera-view guiding map for dynamic smoke and other participating media in games.
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· <code><shaders><advanced><paper><accessible><last><link><neural> - Shipping Neural Texture Compression in Assassin’s Creed Mirage
A Ubisoft technical article on shipping neural texture compression for PBR materials in Assassin's Creed Mirage to cut texture memory while keeping visual quality.
It explains…
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· <code><shaders><advanced><bc1><compression><decoder><latent><material> - 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><compression><descent><last><link> - 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><advanced><paper><accessible><last><link><neural><per> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <code><shaders><advanced><paper><accessible><last><link><quality> - Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries presents a research project page by Victor Rong, Jan Held, Victor Chu, Daniel Rebain,…
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· <code><advanced><paper><accessible><last><link><neural><only> - Variable-Rate Texture Compression: Real-Time Rendering with JPEG
Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer,…
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· <code><shaders><advanced><paper><accessible><compression><last><link> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
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· <code><advanced><paper><accessible><last><link><multi><neural> - 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><shaders><advanced><paper><accessible><last><link><per> - Real-time Image-based Lighting of Glints
Real-time Image-based Lighting of Glints.
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· <code><shaders><advanced><paper><accessible><egsr><last><link> - Compact Neural Appearance Models for Efficient Gaussian Splatting
Compact Neural Appearance Models for Efficient Gaussian Splatting.
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· <shaders><advanced><paper><accessible><last><link><mlp><neural> - 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><last><link><neural><only> - Neural Importance Sampling of Many Lights
Neural Importance Sampling of Many Lights presents a SIGGRAPH 2025 Conference Papers method by Pedro Figueiredo, Qihao He, Steve Bako, and Nima Khademi Kalantari for learning…
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· <code><advanced><paper><accessible><features><last><link><neural> - 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…
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· <code><advanced><paper><accessible><last><link><reference><texture>