- Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match
· <code><blog><buffer><depth><free><full><pixel><post> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
100% match
· <intermediate><blog><article><concrete><depth><design><free><full> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match
· <blog><aimed><article><com><free><intermediate><programmers><space> - 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><article><block><buffer><com><cpu><cull> - 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><apis><article><com><engine><free><game> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <intermediate><blog><article><diagrams><edge><game><geometry><hide> - 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><article><com><engine><free><game><linear> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
100% match
· <intermediate><blog><article><free><game><gpu><one><optimization> - Adding Native Gaussian Splatting Support to Three.js
Ben Houston blog post on contributing native Gaussian Splatting to Three.js with WebGPU/TSL, including SPZ v3/v4 loaders, a reusable GPU counting sort, and SH1–SH3 view-dependent…
100% match
· <code><blog><describes><gpu><post><projection><space><useful> - AMD DGF: An Open Geometry Compression Standard
AMD GPUOpen overview of Dense Geometry Format (DGF) as an open block-based geometry compression approach for dense ray-traced content.
100% match
· <code><intermediate><blog><aimed><apis><block><engine><geometry> - 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><intermediate><aimed><concrete><edge><free><full><one> - 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
· <intermediate><blog><against><article><free><linear><post><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…
100% match
· <code><intermediate><blog><depth><free><gpu><html><one> - 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,…
100% match
· <code><optimization><intermediate><blog><apis><article><buffer><engine> - 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><blog><article><depth><free><full><html><intermediate> - Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed
Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed is a Digital Foundry YouTube investigation by Alex comparing Switch 2 temporal reconstruction…
100% match
· <optimization><intermediate><against><engine><free><full><gpus><programmers> - Realtime Raytracing in Bevy 0.17 (Solari)
Realtime Raytracing in Bevy 0.17 (Solari) is a September 2025 engineering blog post by jms55 on experimental hardware raytracing in Bevy 0.17 through the Solari plugin.
It gives…
100% match
· <code><optimization><blog><article><concrete><free><hardware><html> - Triple Buffering in Rendering APIs
Triple Buffering in Rendering APIs is a September 2025 practical guide on 4rknova.com explaining how a third swapchain image changes smoothness and throughput versus double…
100% match
· <code><optimization><intermediate><blog><apis><buffer><com><free> - GPU view-adaptive crack-free subdivision of Bézier surfaces
AMD GPUOpen article summarizing a Eurographics Symposium on Rendering 2026 paper on view-adaptive, crack-free subdivision of bicubic Bézier patches with GPU work graphs.
96% match
· <code><blog><aimed><article><free><gpu><hardware><programmers> - How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
96% match
· <code><intermediate><aimed><describes><end><engine><pixel><programmers>