- 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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· <advanced><blog><based><data><direction><instead><model><only> - Why does ASTC use ISE when almost nothing else does?
Why does ASTC use ISE when almost nothing else does? is a technical blog article by Fabian Giesen.
Technical blog explaining ASTC integer sequence encoding (trits and quints)…
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· <math><advanced><blog><aimed><explaining><familiar><post><readers> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
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· <blog><based><data><explaining><instead><maps><post><want> - Quantization from the ground up
Long-form ngrok blog article by Sam Rose that explains model quantization from first principles, focused on how large language models are compressed.
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· <blog><already><model><models><path><post><versus><want> - Simplifying Vulkan One Subsystem at a Time
Simplifying Vulkan One Subsystem at a Time is a February 2026 Khronos blog post by Tobias Hector (AMD / Vulkan Strategy Officer) on cutting Vulkan API complexity through…
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· <advanced><blog><already><data><direction><model><path><post> - Reflective materials in Block Game
Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game…
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· <blog><based><instead><map><noise><path><post><sampling> - 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…
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· <advanced><blog><familiar><instead><local><path><post><readers> - On Shaping Light
On Shaping Light is a June 2025 tutorial article by Maxime Heckel on combining post-processing with volumetric raymarching to build real-time light shafts for React Three Fiber…
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· <blog><already><direction><map><only><post><view><want> - Lossless Float Image Compression
Lossless Float Image Compression is a benchmarking blog post by Aras Pranckevičius on aras-p.info.
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· <blog><based><data><path><point><post><readers><versus> - Floor and Ceil Versus Denormals on CPU and GPU
Floor and Ceil Versus Denormals on CPU and GPU is a technical blog article by Adam Sawicki.
Blog examining how floor and ceil behave on subnormal floats when platforms preserve…
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· <math><advanced><blog><aimed><consistency><point><post><versus> - Improving Direct Lighting Material Occlusion - Part 2
Improving Direct Lighting Material Occlusion - Part 2 is a March 2026 irradiance.ca article by Pablo Zurita on microsurface-aware micro-shadowing for direct lighting.
Building…
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· <math><advanced><blog><already><based><familiar><maps><only> - Analytic Fog Rendering With Volumetric Primitives
Technical blog post by matejlou on rendering fog regions with spatially varying density using analytic integrals over volumetric primitives.
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· <math><advanced><blog><aimed><instead><local><only><post> - Spatial hashing for raytraced ambient occlusion
Spatial hashing for raytraced ambient occlusion is a November 2025 Interplay of Light post by Kostas Anagnostou on caching RTAO in a sparse spatial hash instead of dense 3D…
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· <math><advanced><blog><based><instead><post><sampling><tangent> - Spectral rendering, part 2: Real-time rendering
Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral…
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· <math><advanced><blog><already><noise><path><post><sampling> - Code golfing a tiny demo using maths and a pinch of insanity
Code golfing a tiny demo using maths and a pinch of insanity is a long-form blog post on blog.pkh.me that reverse-engineers a procedural GLSL landscape demo compressed to a few…
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· <math><advanced><blog><already><based><noise><only><post> - The Geometry Behind Normal Maps
The Geometry Behind Normal Maps is a technical article by Shlomi on shlom.dev that explains the geometric meaning of tangent space and how that local frame supports normal…
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· <math><blog><already><local><map><maps><tangent><want> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
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· <math><blog><maps><model><path><post><step><versus> - Toroidally Progressive Stratified Sampling in 1D
Toroidally Progressive Stratified Sampling in 1D is an August 2025 blog post by demofox2 on The blog at the bottom of the sea about making stratified 1D Monte Carlo samples…
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· <math><blog><any><noise><only><post><sampling><step> - Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
Physically Based Rendering: Putting Pieces Together is a Game Industry Conference 2024 talk by Pawel Stolecki of CD Projekt Red that maps how PBR lighting topics interlock for…
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· <math><aimed><based><literature><map><maps><view><want> - Minimalist ray-tracing leveraging only acceleration structures
This is an AnKi 3D Engine blog post by Panagiotis Christopoulos Charitos on a lightweight potato-mode ray-tracing path using only acceleration structures and ray queries instead…
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· <advanced><blog><data><familiar><instead><only><path><post>