- 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><blog><also><article><covers><free> - 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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· <blog><already><article><free><live><shader><site><versus> - 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.
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· <shaders><blog><already><also><article><engineers><free><shader> - Anthelmed GitHub - Unity-URP-Blurred-Buffer-Outlines
Anthelmed’s Unity-URP-Blurred-Buffer-Outlines repo demonstrates outline rendering via blurred G-buffer or color buffer passes in Universal RP.
Provides shader/renderer feature p
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· <blog><free><model><objects><performance><shader><useful><work> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <already><article><blog><explains><free><know><shader><site> - What happens when a GPU reads memory
Deep technical blog post by Fergus Finn tracing a CUDA global load (LDG) on an RTX 4090 from warp issue through coalescing, L1/TLB, crossbar, L2, and DRAM.
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· <code><optimization><advanced><blog><already><hardware><know><path> - 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><engineers><path><ray><raytracing> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
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· <code><optimization><advanced><hardware><path><ray><raytracing><state> - Push Constants and the Big Texture Array // Vulkan For Beginners #30
Push Constants and the Big Texture Array // Vulkan For Beginners #30 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial…
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· <code><already><free><introducing><know><objects><shader><useful> - Kiln: WebGPU-Native Out-of-Core Volume Rendering for Multi-GB Datasets
DEV Community article introducing Kiln, a WebGPU-native out-of-core volume renderer that streams multi-GB brick pyramids over HTTP with a fixed VRAM page cache and compute…
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· <code><shaders><advanced><blog><article><covers><introducing><multi> - Introducing AMD DGF SuperCompression
AMD GPUOpen blog introducing DGF SuperCompression (DGFS), a software layer that further compresses Dense Geometry Format blocks for storage while decoding to DGF or conventional…
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· <code><optimization><advanced><blog><explains><introducing><ray><raytracing> - 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><engineers><hit><ray><raytracing><tracing> - The fog is lifting, volumetric rendering Enshrouded
The fog is lifting, volumetric rendering Enshrouded is a recorded talk by Philipp Krause, presented at Graphics Programming Conference.
Graphics Programming Conference talk on…
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· <code><shaders><advanced><free><multi><path><ray><useful> - meshoptimizer - v1.1
meshoptimizer - v1.1 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.1 release adding experimental meshlet topology compression with a fast CPU decoder…
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· <code><optimization><advanced><also><live><raytracing><shader><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…
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· <code><optimization><advanced><blog><already><execution><extension><free> - Vulkanised 2026
Vulkanised 2026 is the eighth Khronos-organized Vulkan developer conference, held 9-11 February 2026 at Qualcomm in San Diego, followed by the colocated Shading Languages…
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· <code><already><khronos><ray><raytracing><tracing><useful><vendor> - Data Inheritance
GitHub repository by Mikko Mononen that pairs a written article with C prototype code for data inheritance: creating variations of existing data, overriding values, and…
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· <code><advanced><article><covers><diagrams><free><know><objects> - TL;DR: An efficient and research-friendly Gaussian Splatting framework
Project page for Faster-GS, a CVPR 2026 Gaussian Splatting optimization codebase by Florian Hahlbohm, Linus Franke, Martin Eisemann, and Marcus Magnor.
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· <code><optimization><advanced><already><engineers><free><martin><site> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
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· <code><already><covers><divergence><free><live><model><path> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
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· <shaders><blog><article><covers><free><model><path><shader>