- 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><gpu><include><last><mesh><meshes><need> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
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· <accessible><circle><geometric><link><need><page><technical><work> - Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering presents anisotropic Gabor kernels as an alternative to Gaussian primitives for volumetric path tracing,…
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· <code><math><advanced><paper><accessible><last><link><page> - TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields
TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields introduces a generative method that synthesizes nearest-vertex vector fields over…
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· <code><math><advanced><paper><accessible><bibtex><compact><last> - A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
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· <code><math><advanced><paper><accessible><last><link><transport> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><math><advanced><paper><accessible><differentiable><last><link> - A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU is Muhammad Anas and Alan Wolfe's JCGT paper presenting a texture-based GPU method that evaluates Bézier curves…
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· <code><math><advanced><paper><accessible><gpu><last><link> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
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· <code><advanced><paper><accessible><geometric><last><link><mesh> - ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing presents algorithmic and engineering improvements to ReSTIR path tracing that report 2–3x…
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· <code><advanced><paper><accessible><include><last><link><maps> - 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><math><advanced><paper><accessible><demos><differentiable><last> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
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· <code><math><advanced><paper><accessible><last><link><method> - Implicit Position-Based Fluids (IPBF)
Implicit Position-Based Fluids (IPBF) presents a Utah Graphics Lab incompressible SPH method by Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, and Cem Yuksel that uses…
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· <code><math><advanced><paper><accessible><differences><last><link> - 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><math><advanced><paper><accessible><last><link><method> - SIGGRAPH Asia 2025 - Technical Papers Trailer
SIGGRAPH Asia 2025 - Technical Papers Trailer is an official ACMSIGGRAPH YouTube preview of selected technical papers from SIGGRAPH Asia 2025 in Hong Kong.
Highlighted work…
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· <code><math><advanced><compact><paper><practitioners><proxy><researchers> - 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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· <code><math><advanced><derives><need><tracing><transport><useful> - GNN From Scratch
GNN From Scratch is a Notion technical note by curlysaarthak that rebuilds the classical graph neural network model with math intuition and from-scratch code.
It covers graph…
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· <code><math><advanced><need><page><paper><presents><technical> - 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><advanced><paper><accessible><gpu><include><last><link> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
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· <code><math><advanced><bridge><finite><maps><need><page> - Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization
Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization presents a Sakana AI paper introducing robust-kbench and an agentic pipeline that translates…
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· <code><advanced><paper><accessible><gpu><include><last><link> - 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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· <math><advanced><paper><accessible><gpu><last><link><need>