- 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><blog><basic><before><covers><free><further><model> - 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.
100% match
· <intermediate><blog><before><free><ideas><intuition><math><need> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <intermediate><blog><adjacency><approachable><basic><face><ideas><lecture> - 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
· <intermediate><blog><author><basic><free><graph><math><networks> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
100% match
· <intermediate><blog><basic><before><covers><function><modern><need> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match
· <intermediate><blog><approachable><basic><before><free><graph><newer> - mxgmn GitHub - Wave Function Collapse
Algorithm is engine-agnostic; repo includes C# demos and explanations of the WFC collapse loop.
100% match
· <intermediate><before><end><free><function><graph><ideas><output> - Computing Camera Rays
Computing Camera Rays is a technical blog article by Christoph Peters.
Blog post deriving camera-ray origin, direction, and far-plane length from a world-to-clip matrix so…
100% match
· <code><math><blog><advanced><author><free><page><presents> - 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…
100% match
· <code><math><advanced><need><page><paper><presents><technical> - UPDATED! Configuring Vulkan Layers White Paper
UPDATED! Configuring Vulkan Layers White Paper is a March 2026 LunarG post by Christophe Riccio announcing an updated Vulkan SDK reference for layer configuration.
From SDK…
100% match
· <code><intermediate><covers><document><free><need><paper><plus> - The wedge product | Geometric algebra episode 6
Episode 6 of the All Angles Geometric algebra series on the wedge product, preparing for three-dimensional geometric algebra.
It shows how wedging vectors builds higher-grade…
100% match
· <math><intermediate><basic><before><free><further><intuition><lecture> - 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…
100% match
· <code><math><intermediate><approachable><basic><covers><free><full> - 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.
100% match
· <math><intermediate><blog><covers><formulas><free><model><need> - 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…
100% match
· <code><intermediate><blog><basic><before><covers><fixed><free> - 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…
100% match
· <code><blog><adopting><advanced><covers><free><networks><neural> - 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…
100% match
· <code><math><advanced><basic><covers><free><ideas><neighbor> - 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…
100% match
· <code><math><blog><advanced><author><covers><free><full> - Bezier Curve as Easing Function In C++
Bezier Curve as Easing Function In C++ is a September 2025 guest post by Łukasz Izdebski Ph.D.
100% match
· <code><math><intermediate><blog><basic><free><function><need> - The performance impact of vertex shader exports
The performance impact of vertex shader exports is a September 2025 Interplay of Light blog post by Kostas Anagnostou measuring how many float4 attributes passed from vertex to…
100% match
· <code><blog><advanced><free><further><need><pointers><reading> - Vulkan Ecosystem and SDK Survey - February 2026
Vulkan Ecosystem and SDK Survey - February 2026 is a SurveyMonkey collector link whose listing title identifies it as a February 2026 Vulkan ecosystem and SDK survey.
The page…
94% match
· <code><author><free><list><page><public><state><useful>