- 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><advanced><about><before><direction><last><model><standard> - 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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· <math><advanced><paper><accessible><any><before><last><link> - On the Accuracy of Surface Scattering Theories
On the Accuracy of Surface Scattering Theories compares Microfacet and Generalized Harvey-Shack predictions derived from AFM and profilometer-measured metal surfaces against…
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· <math><shaders><advanced><paper><accessible><last><link><microfacet> - Precomputed Lens Transport Maps
Precomputed Lens Transport Maps is an ACM Transactions on Graphics paper by University of Waterloo authors, hosted on arXiv as a PDF.
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· <math><advanced><paper><accessible><any><before><last><link> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
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· <math><shaders><advanced><paper><about><accessible><direction><last> - 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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· <advanced><paper><accessible><last><link><model><notes><presents> - 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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· <math><advanced><paper><accessible><energy><jcgt><last><link> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
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· <math><shaders><advanced><paper><portsmouth><accessible><last><link> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <shaders><advanced><paper><about><accessible><jcgt><last><link> - Jackknife Transmittance and MIS Weight Estimation
Jackknife Transmittance and MIS Weight Estimation is a SIGGRAPH Asia 2025 paper by Christoph Peters, published in ACM Transactions on Graphics and summarized on the Moments in…
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· <math><shaders><advanced><paper><accessible><before><last><link> - Evaluating and Sampling Glinty NDFs in Constant Time
Evaluating and Sampling Glinty NDFs in Constant Time is a SIGGRAPH Asia 2025 ACM Transactions on Graphics paper by Pauli Kemppinen, Lois Paulin, Theo Thonat, Jean-Marc Thiery,…
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· <math><shaders><advanced><paper><accessible><evaluating><last><link> - Steerable Perlin Noise
Steerable Perlin Noise presents a SIGGRAPH Talks 2025 note by Jacob Rice of Walt Disney Animation Studios that adds controllable anisotropy to classic Perlin noise while keeping…
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· <math><shaders><paper><accessible><direction><last><link><notes> - Real-Time GPU Tree Generation
Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik…
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· <shaders><advanced><paper><about><accessible><evaluating><last><link> - 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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· <shaders><advanced><paper><about><accessible><last><link><notes> - Derivatives of Spherical Harmonics
Derivatives of Spherical Harmonics presents a High-Performance Graphics 2025 poster by Christoph Peters with formulas for partial derivatives of any order of the spherical…
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· <math><shaders><advanced><paper><accessible><any><last><link> - The Sad State of Hardware Virtual Textures
The Sad State of Hardware Virtual Textures is a 2025 HAL technical report by Antoine Richermoz and Fabrice Neyret from the MAVERICK team.
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· <advanced><paper><accessible><before><evaluating><last><link><normal> - Real-time Image-based Lighting of Glints
Real-time Image-based Lighting of Glints.
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· <math><shaders><advanced><paper><accessible><last><link><microfacet> - 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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· <math><advanced><paper><accessible><evaluating><jcgt><last><link> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
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· <math><advanced><paper><accessible><any><before><last><link> - Ultra-fast Screen-Space Refractions and Caustics via Newton's Method
Ultra-fast Screen-Space Refractions and Caustics via Newton's Method replaces standard screen-space ray marching with Newton's method root finding against G-buffer depth for…
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· <shaders><advanced><paper><accessible><jcgt><last><link><standard>