- 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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· <advanced><access><documentation><gpu><instead><linked><must><names> - 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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· <library><optimization><advanced><filters><linked><live><release><support> - 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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· <advanced><authors><engineers><linked><public><release><support><tree> - 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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· <advanced><access><authors><engineers><linked><per><presentation><useful> - An interpreter for HLSL that can run shader code on the CPU.
An interpreter for HLSL that can run shader code on the CPU.
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· <library><authors><gpu><linked><live><release><useful><github> - Real-Time Neural Network Implementation for GPUs
Real-Time Neural Network Implementation for GPUs is an open-source library / codebase hosted on GitHub.
Open-source companion code for the GPU Zen 4 chapter on real-time neural…
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· <library><advanced><gpu><linked><live><release><useful><github> - Slug Algorithm (WebGPU)
Slug Algorithm (WebGPU) is an open-source diffusionstudio GitHub repository that ports Eric Lengyel's Slug vector text algorithm to WebGPU with WGSL shaders.
It covers CPU text…
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· <library><access><gpu><mit><public><release><tree><useful> - Learnings from creating a GUI library
Learnings from creating a GUI library is a February 2026 blog post by Sebastian Schöner on building an immediate-mode GUI that meets a personal checklist of requirements.
Needs…
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· <tool><building><complexity><gpu><instead><layout><library><performance> - 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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· <optimization><advanced><authors><describes><engineers><gpu><hardware><linked> - 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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· <optimization><advanced><access><authors><complexity><gpu><instead><per> - Dynamic levels of detail in Evolve
Dynamic levels of detail in Evolve is an October 2025 engineering post by Jan Kind on geometry and material LOD in the Breda framework behind the Evolve next-gen GPU…
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· <optimization><advanced><access><building><engineers><gpu><mobile><per> - Converting SSE intrinsics code to Neon. Burst masked occlusion culling
Converting SSE intrinsics code to Neon.
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· <optimization><advanced><access><arm><later><order><profiler><useful> - Stochastic tile-based lighting in HypeHype
Stochastic Tile-Based Lighting in HypeHype is the SIGGRAPH 2025 Advances course PDF notes by Jarkko Lempiäinen of HypeHype on a fixed-cost many-light direct lighting path for a…
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· <optimization><advanced><access><engineers><gpu><mobile><per><targeting> - How to Think About GPUs
How to Think About GPUs is a free online chapter from How To Scale Your Model by Jacob Austin, Swapnil Patil, Adam Paszke, and Reiner Pope.
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· <optimization><advanced><access><aligned><authors><engineers><gpu><hierarchy> - Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
[video] Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P.
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· <advanced><access><engineers><gpu><linked><order><per><useful> - Profiling without Source code – how I diagnosed Trackmania stuttering
Profiling without Source code - how I diagnosed Trackmania stuttering is a July 2025 blog post by Lars Thießen on larstofus.com about finding frame spikes in Trackmania 2020…
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· <optimization><tool><access><engineers><library><names><party><performance> - Profiling the GPU in Unity Editor
The workflow targets Windows with DirectX 11 or 12 and an NVIDIA GPU (the author uses an RTX 3060).
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· <optimization><tool><counters><documentation><hardware><linked><profiler><view> - Adding Native Gaussian Splatting Support to Three.js
Ben Houston blog post on contributing native Gaussian Splatting to Three.js with WebGPU/TSL, including SPZ v3/v4 loaders, a reusable GPU counting sort, and SH1–SH3 view-dependent…
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· <library><advanced><describes><gpu><layout><support><useful><view> - demote_tracker is a commandline utility to visualize demoted graphics card memory
demote_tracker is a commandline utility to visualize demoted graphics card memory is an open-source tool hosted on GitHub.
Tiny Win32 console utility that tracks GPU memory…
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· <optimization><tool><gpu><linked><live><release><useful><github> - How to properly profile mobile GPU using ARM Streamline
Streamline streams continuous GPU performance counters from a USB-connected phone, but raw counter values and missing API labels make frames hard to interpret out of the box.
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· <optimization><arm><counters><mobile><performance><profiler>