- 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><about><build><free><friendly><further><include> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <aimed><extend><free><include><page><pipelines><plus><site> - 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><library><optimization><advanced><aimed><codebase><faster><hosted> - Reconstructing Physically Stable 3D Scenes from a Single Image
Reconstructing Physically Stable 3D Scenes from a Single Image is a single research paper with a public REST3D project site, code release, and demo videos.
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· <code><advanced><already><engineers><framework><include><page><project> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
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· <code><advanced><already><engineers><include><links><page><project> - Precomputed Lens Transport Maps
Precomputed Lens Transport Maps is an ACM Transactions on Graphics paper by University of Waterloo authors, hosted on arXiv as a PDF.
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· <code><advanced><already><arxiv><aware><engineers><hosted><include> - The cuda-oxide Book
The cuda-oxide Book is the online documentation for cuda-oxide, an NVIDIA Labs open-source Rust-to-CUDA compiler project.
Online book for cuda-oxide, a Rust-to-CUDA compiler…
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· <code><aimed><already><cuda><free><project><site><useful> - EA Sports F1 25: Path Tracing at 200mph
EA Sports F1 25: Path Tracing at 200mph is a recorded talk by Tom Hammersley, presented at GDC Vault.
GDC Vault session by Tom Hammersley (EA Codemasters) on shipping a path…
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· <code><optimization><advanced><about><aimed><engineers><hosted><optimizations> - 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><abstract><dgs><familiarity><faster><free><gaussian> - Filtering -Vs- Graphics
This is a technical talk by Timothy Lattis on the Neo Graphics channel on what perfect, content-independent filtering would require versus common real-time graphics practice.
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· <optimization><advanced><already><assumed><engineers><free><results><stability> - 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><advanced><abstract><engineers><familiarity><free><page><project> - 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><advanced><abstract><aimed><free><integration><page><project> - 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><abstract><aware><dgs><engineers><free><gaussian> - 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><free><integration><page><paths> - 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><about><assumed><engineers><familiarity><free> - Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder
Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder is a November 2025 Khronos blog by NVIDIA engineers…
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· <code><optimization><advanced><already><engineers><free><martin><site> - 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><advanced><free><links><non><page><plus><style> - Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed
Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed is a Digital Foundry YouTube investigation by Alex comparing Switch 2 temporal reconstruction…
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· <optimization><comparing><cost><free><matched><native><paths><quality> - 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><optimization><advanced><abstract><arxiv><assumed><cuda><efficient> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><aimed><already><assumed><both><free><page><useful>