- 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><further><gpu><granular><pipelines><size> - How tetrahedral cages significantly reduce BVH memory usage
AMD GPUOpen article on ray-tracing independently animated dense geometry with deformable tetrahedral cages so dense meshes and BVHs stay static and reusable.
100% match
· <code><optimization><advanced><blog><amd><cluster><dense><geometry> - Ray tracing massive amounts of animated geometry using tetrahedral cages
AMD GPUOpen article on tetrahedral-cage animation for ray tracing dense deforming meshes, based on the HPG 2026 award paper by Gruen et al.
100% match
· <code><optimization><advanced><blog><amd><dense><explains><geometry> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
100% match
· <code><optimization><advanced><gpu><layout><ray><raytracing><size> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
100% match
· <code><library><optimization><advanced><aimed><amd><compression><decoding> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
100% match
· <optimization><blog><aimed><amd><developers><gpuopen><ray><tracing> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
100% match
· <code><optimization><advanced><blog><amd><driven><engine><geometry> - AMD DGF: An Open Geometry Compression Standard
AMD GPUOpen overview of Dense Geometry Format (DGF) as an open block-based geometry compression approach for dense ray-traced content.
100% match
· <code><library><blog><barczak><aimed><amd><compression><dense> - 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…
100% match
· <code><optimization><advanced><blog><explains><introducing><ray><raytracing> - 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…
100% match
· <code><optimization><advanced><cluster><geometry><gpu><pipelines><ray> - Inline vs Pipeline Ray Tracing
Inline vs Pipeline Ray Tracing is a November 2025 Evolve Benchmark blog post by Manon Oomen comparing the two DirectX and Vulkan-style ray-tracing programming models as…
100% match
· <code><optimization><advanced><blog><amd><engine><explains><ray> - Tellusim Core SDK - Open Source
Tellusim Core SDK - Open Source is the GitHub repository for Tellusim Core SDK, the foundational C++ layer of the Tellusim Engine for cross-platform graphics, compute, and…
100% match
· <code><library><developers><engine><gpu><layer><meshlets><ray> - meshoptimizer v1.0 GitHub
meshoptimizer v1.0 GitHub is the meshoptimizer.org release post announcing the first major 1.0 version of Arseny Kapoulkine's MIT-licensed mesh optimization library after about…
100% match
· <code><library><optimization><blog><cluster><compression><engine><gpu> - BLAS Sharing for ray tracing cluster-based continuous level of detail
BLAS Sharing for ray tracing cluster-based continuous level of detail is a technical documentation page in NVIDIA nvpro-samples vk_lod_clusters describing how to share…
100% match
· <code><optimization><advanced><cluster><explains><geometry><ray><raytracing> - The performance impact of vertex shader exports
The performance impact of vertex shader exports is a September 2025 Interplay of Light blog post by Kostas Anagnostou measuring how many float4 attributes passed from vertex to…
100% match
· <code><optimization><advanced><blog><amd><engine><further><gpu> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
100% match
· <code><optimization><advanced><blog><engine><evaluating><geometry><gpu> - Dynamic levels of detail in Evolve
Dynamic levels of detail in Evolve is an October 2025 engineering post by Jan Kind on geometry and material LOD in the Breda framework behind the Evolve next-gen GPU…
100% match
· <code><optimization><advanced><blog><driven><engine><geometry><gpu> - Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's…
100% match
· <code><optimization><advanced><aimed><developers><engine><pipelines><ray> - GPU utilisation and performance improvements
GPU utilisation and performance improvements is an August 2025 Interplay of Light article by Kostas Anagnostou on keeping GPU SIMD and VALU units busy across rendering…
100% match
· <code><optimization><advanced><blog><amd><geometry><gpu><pipelines> - Heterogenous AoS instance encoding for a GPU-driven renderer
Heterogenous AoS instance encoding for a GPU-driven renderer is a Substack technical note by Zino on packing mixed instance types into one GPU buffer without one bloated shared…
100% match
· <code><optimization><advanced><blog><decode><driven><engine><gpu>