- Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <shaders><across><advanced><artist><games><prior><ray><real> - 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><shaders><advanced><free><millisecond><multi><occlusion><per> - Kink3d GitHub - kMirrors
Kink3d’s kMirrors offers planar reflection rendering helpers for Unity - extra cameras, render textures, and shaders to fake mirrors on flat surfaces.
Documents performance cost
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· <across><free><global><higher><pipeline><reflection><time><useful> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
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· <shaders><across><channel><free><light><multi><production><ray> - Variable rate ray tracing in call of duty: modern warfare 4
SIGGRAPH 2026 Advances in Real-Time Rendering slides by Michał Olejnik (Infinity Ward) on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4.
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· <code><optimization><advanced><talk><advances><denoising><engineers><fast> - Upgrading pssr on playstation5 pro
SIGGRAPH 2026 Advances slides by Daniel Craig (Sony Interactive Entertainment) on upgrading PlayStation Spectral Super Resolution on PS5 Pro.
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· <code><optimization><advanced><talk><advances><contrasts><engineers><interactive> - Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow is a paper by Haojie Jin, Fujia Su, Zehui Lin, Chenxiao Hu, Jierui Ren, Yuqing Yuan, Yanchen Zhang, Zhongtao…
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· <code><optimization><advanced><light><occlusion><ray><raytracing><real> - Advances in Real-Time Rendering in Games - 2026
Course site for the SIGGRAPH 2026 Advances in Real-Time Rendering in Games sessions, with talk abstracts and downloadable slides from studios including Activision, EA SEED, Sony,…
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· <code><optimization><shaders><advanced><advances><engineers><familiar><games> - 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><baking><channel><free><games><path><useful><video> - 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><shaders><talk><free><production><real><time><useful> - 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><engineers><per><prior><siggraph><talk><targets> - Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine
Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine is a free YouTube video on the Digital Foundry channel.
Digital Foundry sponsored interview with IO…
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· <code><optimization><channel><free><light><path><tracing><useful> - niagara: Opacity micromaps
niagara: Opacity micromaps is a free YouTube video on the Arseny Kapoulkine channel, a session in Arseny Kapoulkine's Niagara live coding series.
Niagara series livestream by…
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· <code><shaders><advanced><channel><free><ray><raytracing><tracing> - 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><engineers><occlusion><ray><raytracing><real><targets> - I3D 2026 Papers Preview
I3D 2026 Papers Preview is a recorded talk published on the I3D Symposium channel.
Short YouTube video from the I3D Symposium channel previewing papers presented at I3D 2026,…
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· <talk><channel><free><games><interactive><siggraph><useful><video> - 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><talk><engineers><path><real><recording> - All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana
All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana is a recorded talk by Aaron Scherzinger, presented at GDC Vault.
GDC Vault talk by Aaron Scherzinger (Ubisoft…
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· <code><optimization><advanced><talk><consoles><engineers><ray><raytracing> - Behind The Scenes of the Anvil Engine
Behind The Scenes of the Anvil Engine is a free YouTube video on the Ubisoft channel.
Ubisoft YouTube playlist of four short behind-the-scenes videos on Anvil engine features…
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· <code><channel><free><ray><raytracing><real><time><tracing> - Behind the Pretty Frames: PRAGMATA
Behind the Pretty Frames: PRAGMATA is a technical blog article by Muhammad.
GPU-capture frame breakdown of Capcom PRAGMATA on RE Engine under D3D12, tracing the render graph…
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· <code><optimization><shaders><advanced><console><free><ray><raytracing> - Raytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond is a recorded talk by Gabe Rundlett, Dennis Gustafsson, presented at Graphics Programming Conference.
Graphics Programming Conference…
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· <code><shaders><advanced><talk><free><raytracing><targets><useful>