- 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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· <general><advanced><data><large><materials><practitioners><technical><vector> - 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><before><data><free><granular><objects><reading> - 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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· <free><highlights><materials><technical><vector><video><work><world> - 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><math><advanced><before><full><geometry><paper><reading> - 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><math><advanced><before><data><full><geometry><materials> - 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><free><materials><objects><scene><useful><video><work> - Precise lighting control in diffusion models by drawing shadows
Precise lighting control in diffusion models by drawing shadows is a recorded talk by Frédéric Fortier-Chouinard, presented at Voxel51.
Talk by Frédéric Fortier-Chouinard on…
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· <general><advanced><talk><conference><diffusion><free><neural><paper> - 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><math><advanced><before><full><geometry><neural><paper> - 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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· <general><talk><conference><free><paper><papers><preview><short> - Parallelised Differentiable Straightest Geodesics for 3D Meshes
Parallelised Differentiable Straightest Geodesics for 3D Meshes presents a CIRCLE Group Imperial College London CVPR 2026 paper by Hippolyte Verninas, Caner Korkmaz, Stefanos…
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· <code><math><advanced><compact><paper><practitioners><proxy><researchers> - Reinforcement Learning 04 : Motion Fields For Interactive Character Animation
Reinforcement Learning 04 : Motion Fields For Interactive Character Animation is a YouTube implementation talk on the Animation Tech channel where Jerome rebuilds ideas from the…
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· <code><math><advanced><data><free><paper><technical><useful> - 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><math><advanced><free><full><packing><papers><technical> - BLAS Sharing for ray tracing cluster-based continuous level of detail
BLAS Sharing for ray tracing cluster-based continuous level of detail is a technical documentation page in NVIDIA nvpro-samples vk_lod_clusters describing how to share…
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· <code><advanced><free><geometry><large><scene><structures><technical> - Easy Color Theory: A Beginner's Guide
Easy Color Theory: A Beginner's Guide is a Grant Abbitt (Gabbitt) YouTube tutorial introducing practical color theory in Blender for making scenes read more clearly.
It covers…
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· <general><advanced><free><materials><objects><scene><short><useful> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
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· <code><advanced><before><data><free><full><geometry><technical> - Iterative Lightmap Updates for Scene Editing
Iterative Lightmap Updates for Scene Editing is a Pacific Graphics 2025 conference paper by Guowei Lu, Christoph Peters, Petr Kellnhofer, and Elmar Eisemann, hosted on the…
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· <math><advanced><conference><free><full><objects><official><paper> - Jackknife Transmittance and MIS Weight Estimation
Jackknife Transmittance and MIS Weight Estimation is a SIGGRAPH Asia 2025 paper by Christoph Peters, published in ACM Transactions on Graphics and summarized on the Moments in…
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· <math><advanced><asia><before><compact><free><full><paper> - Evaluating and Sampling Glinty NDFs in Constant Time
Evaluating and Sampling Glinty NDFs in Constant Time is a SIGGRAPH Asia 2025 ACM Transactions on Graphics paper by Pauli Kemppinen, Lois Paulin, Theo Thonat, Jean-Marc Thiery,…
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· <math><advanced><asia><free><geometry><highlights><large><paper> - SIGGRAPH 2026 Technical Papers - schedule builder
Interactive schedule builder for SIGGRAPH 2026 Technical Papers sessions, listing papers by day with times, rooms, chairs, and topic tags.
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· <general><conference><papers><planning><siggraph><technical><useful> - Moving Mobile Graphics
Arm Community hub by Sam Martin for the recurring SIGGRAPH Moving Mobile Graphics half-day course, collecting slides and recordings from 2015 through 2026.
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· <code><general><driven><neural><practitioners><siggraph><span>