- 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><based><hundreds><instanced><massive><meshes><millions> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
100% match
· <library><computer><demo><loading><meshes><one><pipeline><three> - 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.
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· <code><optimization><advanced><acceleration><demo><dense><geometry><meshes> - 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.
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· <code><optimization><advanced><based><demo><dense><geometry><hundreds> - High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization presents a deferred software rasterization pipeline for real-time strand-based hair…
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· <code><optimization><advanced><lipp><wimmer><based><meshes><paper> - Gaussian Point Splatting
Gaussian Point Splatting proposes a stochastic method for rendering massive 3D Gaussian Splatting scenes by sampling pixel-sized opaque points from Gaussians, splatting via…
100% match
· <code><optimization><advanced><based><hundreds><massive><millions><opaque> - 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…
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· <code><optimization><advanced><acceleration><geometry><opaque><structures><triangles> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
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· <code><advanced><based><geometry><meshes><opaque><scenes><stage> - 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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· <code><library><optimization><advanced><billions><demo><geometry><gltf> - 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…
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· <code><library><optimization><advanced><acceleration><app><based><dense> - Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing
Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing presents a 2025 Computer Graphics Forum paper by Rene Kern, Felix Brull, and Thorsten Grosch on real-time deep…
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· <code><optimization><advanced><acceleration><computer><forum><paper><reported> - 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.
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· <code><library><acceleration><based><dense><geometry><opaque><versus> - CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization
CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization presents a training-free multi-agent workflow for CUDA kernel generation and optimization by…
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· <code><optimization><advanced><cuda><one><paper><reported><speedups> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
90% match
· <code><optimization><advanced><geometry><pipeline><precomputed><rasterization><scenes> - Lossless Float Image Compression
Lossless Float Image Compression is a benchmarking blog post by Aras Pranckevičius on aras-p.info.
88% match
· <code><optimization><based><includes><one><renders><versus><without> - 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…
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· <code><optimization><advanced><acceleration><based><geometry><structures><versus> - GSWT: Gaussian Splatting Wang Tiles
GSWT: Gaussian Splatting Wang Tiles presents a SIGGRAPH Asia 2025 method by Yunfan Zeng, Li Ma, and Pedro V.
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· <code><advanced><demo><includes><pipeline><renders><thread><without> - Real-time rendering of animated meshless representations
Real-time rendering of animated meshless representations presents a High-Performance Graphics 2025 paper by Pacome Luton and Thibault Tricard of INRIA / LJK (CNRS, UGA, INP-G),…
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· <code><advanced><demo><paper><pipeline><rasterization><triangles><without> - Variable-Rate Texture Compression: Real-Time Rendering with JPEG
Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer,…
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· <code><optimization><advanced><kristmann><schutz><wimmer><computer><cuda> - Demystifying Vulkan Ray Tracing
Demystifying Vulkan Ray Tracing is a conference talk on the Conferenza Italiana sul Game Development YouTube channel that builds a mental model of ray tracing and a…
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· <code><acceleration><demo><dense><pipeline><structures><vulkan>