- This will rewire how you think about rendering optimization
This Procedural Pixels article by Jan Mróz presents a teaching mental model of the GPU rasterization pipeline for everyday optimization.
100% match
· <optimization><advanced><command><data><gpu><pipeline><profiler><submission> - 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,
100% match
· <code><advanced><about><context><covers><data><dispatch><first> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
100% match
· <assumed><engine><engineers><familiarity><free><intermediate><unreal><video> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
100% match
· <about><engine><epic><explains><first><free><half><intermediate> - 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
100% match
· <channel><engine><free><gpu><intermediate><multi><render><video> - Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek)
Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek) is a recorded talk by Sebastian Sydow, presented at RustNL.
RustWeek 2026 talk by Sebastian Sydow…
100% match
· <code><advanced><talk><covers><free><gpu><useful><video> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
100% match
· <optimization><tool><command><free><intermediate><new><thread><useful> - 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.
100% match
· <code><advanced><context><engineers><explains><submission><useful><video> - Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6
Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6 is a free YouTube video on the Ben Cloward channel, part of Ben Cloward's Procedural Content…
100% match
· <code><tool><channel><engine><free><intermediate><unreal><useful> - How rendering changed | Sebastian Aaltonen
How rendering changed | Sebastian Aaltonen is a recorded talk by Sebastian Aaltonen, presented at Wookash Podcast.
Wookash Podcast interview with Sebastian Aaltonen on his…
100% match
· <code><advanced><talk><engine><free><gpu><useful><video> - Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault.
GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
100% match
· <code><optimization><advanced><talk><engine><first><gpu><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…
100% match
· <code><optimization><advanced><talk><engineers><gpu><recording><useful> - Profiling with PIX | Intel Software
Profiling with PIX | Intel Software is a free YouTube video on the Intel Devs channel.
Intel Software video on using PIX for Windows to optimize DirectX 12 renderers.
100% match
· <optimization><tool><channel><context><free><gpu><intermediate><useful> - Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
A Microsoft DirectX Developer Blog post by Bill Kristiansen introducing preview Fence Barriers (Tier-1) in Agility SDK 1.719-preview as an Enhanced Barriers extension for…
100% match
· <code><optimization><advanced><assumed><command><fences><free><gpu> - RenderDoc - Version v1.43
GitHub release notes for RenderDoc version v1.43 by baldurk, covering a new custom annotations API plus UI, API, and bugfix updates.
Highlights include rich typed annotations on…
100% match
· <tool><advanced><crash><debug><intermediate><multi><new><plus> - SIGGRAPH Thesis Fastforward 2026
SIGGRAPH Thesis Fastforward 2026 is an official ACMSIGGRAPH YouTube recording of short PhD thesis pitches from SIGGRAPH-related graphics research.
Featured talks include Monte…
100% match
· <code><advanced><talk><about><free><minutes><recording><useful> - Gyms, Zoos, and Museums: Your documentation should be in-game
Gyms, Zoos, and Museums: Your documentation should be in-game is a January 2026 written version of Robin-Yann Storm's conference talk on keeping game docs inside the editor and…
100% match
· <tool><context><free><intermediate><pipeline><talk><unreal><useful> - PS5 Pro Upgraded PSSR + Enhance Image Quality Mode Analysis - Over 20 Games Tested
Digital Foundry analysis video examining PlayStation 5 Pro's upgraded PSSR temporal upscaler and the Enhance Image Quality dashboard mode across more than twenty games.
100% match
· <optimization><channel><covers><familiarity><free><half><multi><new> - Landscape Puddles - Terrain Shaders - Episode 19
Ben Cloward tutorial video in the Terrain Shaders series on adding landscape puddles in Unreal Engine, following a prior Unity rain-effects episode.
100% match
· <about><channel><engine><free><intermediate><minutes><unreal><useful> - Better SDF texture for anime face shading in blender
Short Blender tutorial video by Astonished: Animations / Asuto on improving SDF textures used for anime-style face shading.
100% match
· <about><channel><free><half><list><minutes><useful><video>