- 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><blog><across><advanced><article><cover><engine><including> - 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><blog><additions><article><compute><device><free> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <general><blog><already><article><behind><html><next><readers> - 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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· <blog><across><already><article><engine><engineers><focused><free> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
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· <blog><across><article><focused><free><generation><gpu><memory> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <blog><already><article><assumes><cover><engine><free><post> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <blog><apis><article><buffers><engine><free><helpers><know> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
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· <across><api><compute><engine><free><gpu><multi><post> - I Tried Coding my own Graphics Library
Sebastian Lague Coding Adventures video on building a lightweight Vulkan graphics and compute library in C++.
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· <code><api><apis><compute><device><gpu><modern><sebastian> - 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><blog><buffers><compute><device><free><generation><gpu> - 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><blog><already><api><apis><article><assumes><compute> - 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><advanced><blog><article><compute><focused><free><html> - 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…
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· <code><advanced><blog><article><cache><evaluating><free><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…
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· <code><blog><api><apis><fences><free><html><mapping> - Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization
Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization presents a Sakana AI paper introducing robust-kbench and an agentic pipeline that translates…
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· <code><advanced><argues><cuda><engineers><evaluating><generation><gpu> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><blog><already><api><apis><article><command><free> - ONNX and DirectML execution provider guide - part 1
This AMD GPUOpen technical article by Hui Zhang is part 1 of a guide to using the ONNX Runtime DirectML execution provider with a native DirectX 12 pipeline.
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· <code><advanced><blog><adds><already><api><article><buffers> - Vulkan Tutorial - Introduction
Official Khronos Vulkan tutorial introducing instances, devices, swapchains, render passes, and the explicit synchronization model.
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· <code><general><assumes><buffers><command><cover><device><queues> - Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
Extended video talk by Sebastian Aaltonen on why modern graphics APIs and drivers grew so complex and what a cleaner design for current GPUs could look like.
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· <code><advanced><aaltonen><api><apis><engine><gpu><modern> - How sparse resources helped my GPU-driven renderer memory usage
Blog post by Zino on using D3D12 sparse (tiled/reserved) resources to manage large persistent buffers in a GPU-driven renderer.
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· <code><advanced><blog><already><buffers><gpu><memory><post>