- 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><blog><acceleration><amd><approach><dense><geometry><gpuopen> - 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><aimed><amd><based><compression><developers><open> - Introducing AMD DGF SuperCompression
AMD GPUOpen blog introducing DGF SuperCompression (DGFS), a software layer that further compresses Dense Geometry Format blocks for storage while decoding to DGF or conventional…
100% match
· <code><library><blog><barczak><aimed><amd><compression><dense> - D3D12 Opacity Micromaps
A Microsoft DirectX Developer Blog post by Amar and Adam on Direct3D 12 Opacity Micromaps (OMMs) in DXR Tier 1.2 for cheaper alpha-tested geometry in ray tracing.
It covers…
100% match
· <code><blog><acceleration><content><developers><geometry><opaque><ray> - HIP Threads: GPU power for teams without GPU experts
AMD GPUOpen Learn article by Alexander Blake-Davies, Kelvin Lui, Chas Boyd, Marko Savic, and Daniel McIntosh introducing HIP Threads, a C++ concurrency library for AMD GPUs.
100% match
· <code><library><intermediate><blog><aimed><amd><block><developers> - Khronos Announces glTF Gaussian Splatting Extension
Khronos Announces glTF Gaussian Splatting Extension is a February 2026 Khronos Group press release introducing the KHR_gaussian_splatting release candidate for storing 3D…
100% match
· <code><intermediate><blog><announces><compression><developers><engine><extension> - 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><intermediate><apis><developers><engine><open><ray> - Software occlusion culling in Block Game
Software occlusion culling in Block Game is a January 2026 Eniko Fox blog post on a CPU depth-buffer occlusion culler for an FNA block/chunk game aimed at weak integrated…
100% match
· <code><intermediate><blog><aimed><apis><block><engine><geometry> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
100% match
· <code><intermediate><blog><aimed><apis><developers><open><sdk> - Billions of triangles in minutes
Billions of triangles in minutes is a technical blog post by Arseny Kapoulkine on zeux.io about speeding hierarchical clustered LOD builds in meshoptimizer enough to process…
100% match
· <code><library><blog><content><engine><geometry><open><ray> - Animating geometry with AMD DGF
Animating geometry with AMD DGF is a September 2025 GPUOpen blog by Sander Reitter, Quirin Meyer, and Josh Barczak on driving topology-stable mesh animation through AMD Dense…
100% match
· <code><blog><barczak><amd><block><dense><dgf><engine> - AMD releases Vulkan support for Dense Geometry Format
AMD releases Vulkan support for Dense Geometry Format is an AMD GPUOpen technical blog by Stuart Smith announcing the provisional Vulkan extension VK_AMDX_dense_geometry_format…
100% match
· <code><library><blog><acceleration><amd><based><block><compression> - Enhancing DirectX Testing with AMD Smoldr
Enhancing DirectX Testing with AMD Smoldr is a March 2026 AMD GPUOpen post by Sebastian Neubauer announcing Smoldr, an open-source text-script tool for running DirectX 12 shaders…
98% match
· <code><intermediate><blog><amd><developers><gpuopen><open><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,
96% match
· <code><blog><approach><based><block><opaque><problem><source> - CuRast: Cuda-Based Software Rasterization for Billions of Triangles
CUDA software rasterizer for dense opaque meshes with hundreds of millions to billions of triangles, without precomputed LODs or acceleration structures.
96% match
· <code><library><acceleration><based><dense><geometry><opaque><versus> - 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…
94% match
· <code><aimed><content><engine><opaque><open><ray><traced> - 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…
92% match
· <code><blog><apis><based><developers><engine><extension><opaque> - AMD FidelityFX SDK 2.0 launches our neural rendering technologies for developers
AMD FidelityFX SDK 2.0 launches our neural rendering technologies for developers is a GPUOpen announcement by Jason Lacroix and Alexander Blake-Davies introducing FidelityFX SDK…
85% match
· <library><intermediate><blog><amd><based><developers><engine><gpuopen> - Get ready for FSR Redstone with AMD FSR 3.1.4 and our new UE 5.6 plugin
Get ready for FSR Redstone with AMD FSR 3.1.4 and our new UE 5.6 plugin is an AMD GPUOpen announcement by Alexander Blake-Davies about FidelityFX Super Resolution 3.1.4 and…
85% match
· <code><intermediate><blog><amd><developers><engine><gpuopen><ray> - 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.
83% match
· <code><blog><amd><based><dense><geometry><gpuopen><ray>