- Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules.
Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
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· <intermediate><access><actually><basic><before><find><free><include> - 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><access><actually><basic><before><course><cpu><device> - GPUGems - Chapter 38. Fast Fluid Dynamics Simulation on the GPU
Harris's GPU Gems Chapter 38 explains fast, stable 2D fluid simulation on the GPU.
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· <intermediate><access><before><fast><free><gpu><nvidia><pipelines> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
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· <intermediate><access><before><free><gpu><memory><one><pipelines> - Parallax Mapping (CatlikeCoding)
Catlike Coding’s Rendering series part 20 adds parallax mapping to the custom “My First Lighting Shader” track (Unity 2017.1), closing the gap with Standard shader height features.
Explains why normal maps alone lack view-dependent parallax, then implements offset mapping and ray-marched height-field intersection with adjustable step counts on a test quad.
Builds on earlier parts (lighting, shadows, instancing).
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· <intermediate><access><before><free><gpu><part><pipelines><programmers> - Portals Series (Daniel Ilett)
Daniel Ilett’s multi-part portal series recreates Spyro-style skybox gates and full Portal-like rendering in Unity, covering stencil buffers, oblique projection matrices, momentum
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· <intermediate><access><before><course><free><full><non><pipelines> - Shader Graph Baked Rigidbody Animation using Vertex Animation Textures (Vadim, Sept 2019)
Kaburgan's Sept 2019 Story Programming piece bakes rigidbody VAT in Unity 2019.2 LWRP Shader Graph 6.9 without external DCC tools.
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· <intermediate><access><before><free><gpu><making><pipelines><programmers> - Simon Trümpler / Simonschreibt
Simon Trümpler’s Simonschreibt.de is a long-running German/English technical art blog covering stylized environments, hand-painted texturing, Substance workflows, and shader-adjace
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· <intermediate><access><actually><before><course><expensive><free><pipelines> - The Perlin Problem: Moving Past Square Noise (NoisePosti.ng)
NoisePosti.ng article “The Perlin Problem” analyzes directional square artifacts in classic Perlin noise and motivates alternative gradient noise formulations for modern procedural
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· <intermediate><access><before><deep><dive><free><one><part> - Steps for Writing a Speed-of-Light GEMM kernel: Part 1
Part 1 of a CuTeDSL series on BF16 GEMM kernels for NVIDIA B200.
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· <code><optimization><kernels><memory><nvidia><part><shared><tensor> - Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization
Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization.
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· <code><optimization><cuda><gpu><kernels><micro><multi><plus> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
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· <code><optimization><gpu><gpus><memory><nvidia><programmers><shared> - Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight
Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight recovers hardware command streams from NVIDIA's closed-source userspace driver by…
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· <code><optimization><cpu><cuda><gpu><launch><nvidia><performance> - 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…
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· <code><optimization><talk><audience><gpu><programmers><recorded><session> - 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><intermediate><basic><free><full><helps><one><programmers> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
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· <code><intermediate><basic><before><device><familiarity><free><gpu> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
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· <code><access><audience><course><free><helps><neural><programmers> - 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><basic><channel><familiarity><free><helps><plus><programmers> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><optimization><intermediate><before><course><device><find><free> - 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><free><full><helps><non><one><part><plus>