- 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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· <code><advanced><first><gpu><like><material><primary><programmers> - After the Tutorial: Where to Continue your Graphics Programming Journey - Mike Shah GPC 2025
Graphics Programming Conference 2025 talk by Mike Shah on what to study after introductory graphics tutorials and books covering APIs such as OpenGL and DirectX.
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· <code><talk><aimed><beyond><building><conference><covering><first> - Generating Mipmaps // Vulkan For Beginners #31
Generating Mipmaps // Vulkan For Beginners #31 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial series.
Episode 31 of OGLDEV’s…
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· <code><aimed><audience><author><beyond><detail><explanation><implied> - 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,…
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· <code><optimization><advanced><aimed><audience><author><beyond><detail> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG).
HPG talk by Shannon Woods (NVIDIA / Khronos…
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· <code><talk><aimed><audience><author><beyond><conference><detail> - MaterialX: The Past, Present and Future of Portable Materials
MaterialX: The Past, Present and Future of Portable Materials is a recorded talk by Alain Hostettler, presented at High-Performance Graphics (HPG).
HPG talk by Alain Hostettler…
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· <talk><aimed><audience><author><beyond><conference><detail><explanation> - Smooth-Maximum, the most useful function
Smooth-Maximum, the most useful function is a free YouTube video on the Inigo Quilez channel.
Inigo Quilez video deriving smooth maximum functions from algebraic rewrites of…
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· <aimed><audience><author><beyond><detail><explanation><implied><listing> - Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek)
Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek) is a recorded talk by Sebastian Sydow, presented at RustNL.
RustWeek 2026 talk by Sebastian Sydow…
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· <code><advanced><talk><aimed><audience><author><beyond><conference> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
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· <code><optimization><advanced><first><gpu><like><programmers><systems> - AMD GPU Debugger
AMD GPU Debugger is a December 2025 technical blog post by Abdelhadi on building an AMD GPU debugger outside ROCm, inspired by Marcell Kiss and limited tools such as rocgdb.
It…
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· <code><optimization><advanced><aimed><building><gpu><programmers><systems> - New GPU Profiler and RHI Submission Pipeline | Unreal Fest Stockholm 2025
New GPU Profiler and RHI Submission Pipeline | Unreal Fest Stockholm 2025 is an Unreal Fest talk by Luke Thatcher of Epic's RHI team, published on the Unreal Engine YouTube…
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· <code><optimization><advanced><talk><engine><first><gpu><recording> - 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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· <code><optimization><advanced><geometry><practical><programmers><useful><want> - 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><talk><conference><primary><programmers><recording><speaker><useful> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
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· <code><optimization><advanced><driven><geometry><gpu><shadows><title> - 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…
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· <code><optimization><advanced><talk><audience><geometry><gpu><recording> - Making GPUs Actually Fast: A Deep Dive into Training Performance
Making GPUs Actually Fast: A Deep Dive into Training Performance is a Jane Street YouTube talk by Corwin and Sylvain on keeping GPUs busy while training neural nets in…
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· <code><optimization><talk><audience><gpu><programmers><recorded><session> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><optimization><deferred><engine><first><gpu><programmers><useful> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><aimed><building><deferred><first><open><practical><source> - 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.
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· <code><optimization><advanced><engine><geometry><gpu><programmers><streaming> - Iterative Lightmap Updates for Scene Editing
Iterative Lightmap Updates for Scene Editing is a Pacific Graphics 2025 conference paper by Guowei Lu, Christoph Peters, Petr Kellnhofer, and Elmar Eisemann, hosted on the…
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· <optimization><advanced><aimed><author><conference><gpu><hosted><talk>