- Anatomy of a Texture
Deep dive into modern GPU texture memory layout through the lens of cross-platform texture conversion.
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· <code><optimization><advanced><blog><block><compression><layout><programmers> - Writing to Compressed Textures in Metal
Writing to Compressed Textures in Metal is a technical blog article by Ignacio Castaño.
Technical post on emulating compressed-texture writes on Metal by placing a BC texture…
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· <code><optimization><advanced><blog><castano><aliasing><apple><compression> - Hardware Image Compression
Hardware Image Compression is a technical blog article by Ignacio Castaño.
Technical blog post by Ignacio Castaño comparing transparent hardware image compression formats -…
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· <code><optimization><advanced><blog><castano><apple><compression><format> - 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><optimization><advanced><blog><block><compression><format><hardware> - 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><blog><block><length><programmers><reverse><technical> - Spark 1.3 and spark.js
Spark 1.3 and spark.js is a release post by Ignacio Castaño on the Ludicon blog covering Spark 1.3 real-time GPU texture compression and the new spark.js JavaScript package for…
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· <optimization><blog><castano><block><compression><formats><technical><texture> - 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><block><compression><programmers><texture><textures> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <code><advanced><blog><length><programmers><technical><texture><textures> - Ten Years of D3D12
Ten Years of D3D12 is a September 2025 long-form blog post by Matt Pettineo (MJP) reflecting on a decade of Direct3D 12 API and HLSL changes since the Windows 10 launch.
It…
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· <code><optimization><advanced><blog><block><format><formats><programmers> - AMD's RDNA4 GPU Architecture at Hot Chips 2025
AMD's RDNA4 GPU Architecture at Hot Chips 2025 is a technical blog article by Chester Lam on Chips and Cheese that unpacks AMD's Hot Chips 2025 presentation of the RDNA4…
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· <code><optimization><advanced><blog><compression><hardware><programmers><technical> - Learning About GPUs Through Measuring Memory Bandwidth
Learning About GPUs Through Measuring Memory Bandwidth is a Traverse Research / Evolve blog article by Manon Oomen on designing microbenchmarks that isolate GPU load and store…
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· <code><optimization><advanced><blog><buffers><hardware><programmers><texture> - CUDA Ray Tracing 2x Faster Than RTX: My CUDA Ray Tracing Journey
This is a long-form technical blog post by Karim Sayed documenting a CUDA path tracer based on Ray Tracing in One Weekend and comparing it with GPSnoopy's RayTracingInVulkan RTX…
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· <code><optimization><advanced><blog><hardware><layout><programmers><roughly> - Vulkan WORM
Vulkan WORM is a technical talk by Timothy Lattis on the Neokineogfx channel presenting Write Once, Read Many as a frame-scoped GPU memory model for simpler Vulkan compute and…
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· <code><optimization><advanced><aliasing><block><compression><technical><tiles> - Neural Texture Compression in Metal 4
Technical write-up of MetalNTC, a Neural Texture Compression implementation for Apple Silicon based on NVIDIA random-access neural material compression.
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· <code><advanced><blog><apple><compression><metal><technical><texture> - 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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· <code><advanced><blog><compression><format><programmers><technical><texture> - Writing a bindless GPU abstraction layer
Writing a bindless GPU abstraction layer is a technical blog article by Kevin Gibson.
Blog post by Kevin Gibson describing Loon GPU, an experimental bindless C++ GPU abstraction…
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· <code><advanced><blog><hardware><metal><programmers><technical><textures> - Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float
Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float is a December 2025 deep dive by Adam Sawicki on how ID3D12GraphicsCommandList clear-UAV helpers fill…
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· <code><advanced><blog><buffers><format><formats><programmers><via> - 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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· <code><advanced><blog><hardware><mode><programmers><textures><via> - bc_crunch
bc_crunch is a tiny, dependency-free C99 library by Geolm for lossless compression of already GPU-compressed BC1, BC3, BC4, and BC5 texture block streams.
It uses BC-aware…
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· <optimization><block><buffers><compression><programmers><texture> - 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><blog><hardware><metal><mode><programmers>