- neural.slang: A Standard Module for Inline Neural Networks in Shaders
Hot3D talk introducing neural.slang, an experimental Slang standard module for evaluating and training small neural networks inline in shaders.
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· <code><shaders><advanced><explains><neural><paths><training><vector> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
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· <code><shaders><advanced><blog><aimed><apis><matrix><neural> - Introducing MiniDXNN: MLP library for DirectX 12
AMD GPUOpen announcement of MiniDXNN, an MLP inference library built natively for HLSL and DirectX 12 using cooperative vector APIs on Radeon matrix cores.
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· <code><shaders><blog><aimed><apis><caching><cooperative><inference> - Announcing Shader Model 6.9 Retail and New D3D12 Improvements
A Microsoft DirectX Developer Blog post by Amar and Serena announcing retail Shader Model 6.9 and related D3D12 features in Agility SDK 1.619 with DXC 1.9, plus preview items in…
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· <code><shaders><advanced><blog><aimed><experience><features><long> - Adventures in Neural Rendering
Adventures in Neural Rendering is a February 2026 blog post by Kostas Anagnostou on Interplay of Light about using small multilayer perceptrons as signal encoders in real-time…
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· <code><shaders><advanced><blog><aimed><engineers><inference><neural> - State of HLSL: February 2026
State of HLSL: February 2026 is a personal status essay by Chris Bieneman on Clang HLSL progress, standardization, and neural-related GPU features.
It covers Clang resource…
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· <code><shaders><blog><cooperative><explains><features><long><matrix> - Adventures in Neural Rendering part 2: Cooperative vectors
Technical blog post by Kostas Anagnostou on Interplay of Light, part 2 of Adventures in Neural Rendering, on Cooperative Vectors for MLP inference in shaders.
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· <code><shaders><advanced><blog><cooperative><engineers><explains><features> - Nanite Tessellation
Nanite Tessellation is the February 2026 opening post of Brian Karis's Graphic Rants series on Nanite Dynamic Tessellation (also called Nanite Dynamic Displacement), the Unreal…
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· <code><shaders><advanced><aimed><engine><engineers><explains><materials> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It…
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· <code><shaders><caching><cooperative><engineers><introduction><materials><neural> - 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…
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· <code><shaders><advanced><aimed><engine><engineers><long><materials> - Neural Super Sampling
Neural Super Sampling is an Arm model card on Hugging Face for NSS, a temporal super sampling network aimed at mobile GPUs that reconstructs higher-resolution frames from…
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· <code><advanced><aimed><engine><engineers><network><neural><paths> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
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· <code><shaders><blog><aimed><apis><caching><engine><engineers> - The Art Of Packing Data
The Art Of Packing Data is a long technical blog post by redorav on The Code Corsair.
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· <code><shaders><blog><engine><layouts><long><paths><technical> - 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…
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· <code><shaders><advanced><blog><engine><evolve><explains><long> - 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…
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· <code><advanced><blog><engine><engineers><evolve><experience><materials> - 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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· <code><advanced><engineers><explains><inference><neural><radiance><versus> - 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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· <shaders><advanced><engineers><features><implementing><materials><technical><versus> - Functions: Mix
Functions: Mix is a GM Shaders Mini tutorial by Xor on the shader mix function, covering the math behind linear interpolation and less obvious uses beyond blending two…
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· <shaders><blog><aimed><covering><explains><materials><vector> - 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…
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· <code><blog><caching><engine><experience><features><neural><radiance> - 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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· <code><advanced><apis><engine><engineers><paths><technical><versus>