- 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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· <shaders><blog><article><community><developers><large><marching><ray> - 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><blog><article><compute><covers><http> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
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· <blog><article><browser><community><dev><developers><page><streams> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
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· <code><advanced><blog><article><developers><exploring><marching><page> - Custom SRP 6.2.0 3D Color LUT
Custom SRP 6.2.0 3D Color LUT is a technical blog article by Jasper Flick.
Catlike Coding Custom SRP tutorial that upgrades the color-grading LUT from a simulated 2D strip to a…
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· <code><shaders><advanced><blog><article><compute><covers><modes> - Boost your graphics performance with the M5 and A19 GPUs
Boost your graphics performance with the M5 and A19 GPUs is an Apple Developer Tech Talk by Irfan on the Family 10 GPU in M5 and A19 for games and pro Metal apps.
It covers…
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· <code><shaders><advanced><compute><covers><developers><performance><ray> - An Updated Sponza glTF
An Updated Sponza glTF is a February 2026 blog post by Ignacio Castaño republishing a cleaned Sponza glTF with uncompressed PNG textures and comparing AVIF plus runtime GPU…
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· <code><blog><article><browser><covers><demos><large><texture> - FragCoord
FragCoord is a browser-based shader playground and community site for writing animated GLSL-style visuals with a live preview, built by XorDev.
Docs describe an…
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· <shaders><browser><community><demos><interactive><marching><multi><performance> - Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder
Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder is a November 2025 Khronos blog by NVIDIA engineers…
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· <code><shaders><advanced><blog><article><covers><introducing><multi> - 2D axis aligned bounding boxes
2D axis aligned bounding boxes is a reference article by Inigo Quilez with compact GLSL helpers that compute 2D AABBs for many of his published 2D signed distance field…
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· <code><shaders><blog><article><compute><demos><developers><page> - 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><shaders><advanced><blog><article><compute><covers><marching> - 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><shaders><blog><browser><compute><covers><developers><fixed> - MaterialX Virtual Town Hall 2025
[video] MaterialX Virtual Town Hall 2025 is a free Academy Software Foundation YouTube recording of the 2025 MaterialX and OpenPBR virtual town hall hosted by Jonathan Stone of…
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· <shaders><covers><dev><multi><renderer><support><useful><virtual> - Field Guide to TSL and WebGPU
Field Guide to TSL and WebGPU is a free long-form tutorial by Maxime Heckel on porting WebGL and Three.js effects to Three.js Shading Language and the WebGPU backend.
It…
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· <code><shaders><blog><article><browser><compute><demos><developers> - Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025
Avowed: A GPU Technical Retrospective is a recorded Unreal Fest Orlando 2025 talk by Matt Campbell, lead graphics engineer at Obsidian Entertainment, on GPU work for the shipped…
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· <code><shaders><advanced><covers><lod><modes><performance><ray> - RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
Ray Tracing the World of Assassin's Creed Shadows is a SIGGRAPH 2025 Advances in Real-Time Rendering talk by Luc Leblanc and Melino Conte of Ubisoft's Anvil lighting and…
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· <code><shaders><advanced><large><marching><modes><multi><performance> - Figma rendering: Powered by WebGPU
Figma rendering: Powered by WebGPU is an engineering blog post by Alex Ringlein and Luke Anderson describing how Figma migrated its browser design renderer from WebGL toward…
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· <code><shaders><advanced><blog><article><browser><covers><large> - AMD's RDNA4 GPU Architecture at Hot Chips 2025
AMD's RDNA4 GPU Architecture at Hot Chips 2025 is a technical blog article by Chester Lam on Chips and Cheese that unpacks AMD's Hot Chips 2025 presentation of the RDNA4…
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· <code><advanced><blog><article><cache><compute><covers><modes> - Introducing the MIP Explorer
Introducing the MIP Explorer is a technical blog post by Hauke Thiessen, second in a German Dev Days 2025 series on shrinking game textures, that presents an open Python tool for…
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· <blog><dev><introducing><mip><modes><page><support><texture> - Around The World, Part 28: Scaling up
This is part 28 of Thomas ten Cate's Around The World development blog about an early-stage sea exploration game in Godot.
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· <code><blog><article><covers><developers><large><lod><performance>