- A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
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· <general><access><background><free><interested><modern><only><style> - 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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· <about><access><based><covers><drawing><free><length><only> - 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.
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· <general><animated><free><geometric><geometry><helps><rather><structured> - MaterialX: The Past, Present and Future of Portable Materials
MaterialX: The Past, Present and Future of Portable Materials is a recorded talk by Alain Hostettler, presented at High-Performance Graphics (HPG).
HPG talk by Alain Hostettler…
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· <general><based><explanation><free><high><history><style><useful> - Smooth-Maximum, the most useful function
Smooth-Maximum, the most useful function is a free YouTube video on the Inigo Quilez channel.
Inigo Quilez video deriving smooth maximum functions from algebraic rewrites of…
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· <math><video><access><channel><explanation><free><style><useful> - Projections | Geometric algebra episode 11
Projections | Geometric algebra episode 11 is a free YouTube video on the All Angles channel, one episode in the All Angles geometric algebra series.
Episode 11 of the All…
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· <math><video><access><channel><explanation><free><geometric><useful> - Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine
Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine is a free YouTube video on the Digital Foundry channel.
Digital Foundry sponsored interview with IO…
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· <video><access><channel><covers><explanation><free><hosted><interested> - Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6
Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6 is a free YouTube video on the Ben Cloward channel, part of Ben Cloward's Procedural Content…
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· <video><access><ben><channel><explanation><free><part><useful> - 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><all><channel><explanation><free><style><useful><video> - Profiling with PIX | Intel Software
Profiling with PIX | Intel Software is a free YouTube video on the Intel Devs channel.
Intel Software video on using PIX for Windows to optimize DirectX 12 renderers.
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· <video><access><channel><explanation><free><high><structured><useful> - Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3
[video] Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3 is a Vulkanised 2026 talk by Lucas Miguel Antunes da Silva of DevSH Graphics Programming on GPU-driven…
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· <about><based><channel><covers><free><rather><useful><versus> - Complex numbers are multivectors | Geometric algebra episode 4
Complex numbers are multivectors | Geometric algebra episode 4 is a YouTube lesson from the All Angles channel on how 2D Clifford algebra contains the complex numbers.
It…
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· <math><video><channel><free><geometric><squares><style><useful> - Improving Direct Lighting Material Occlusion - Part 2
Improving Direct Lighting Material Occlusion - Part 2 is a March 2026 irradiance.ca article by Pablo Zurita on microsurface-aware micro-shadowing for direct lighting.
Building…
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· <math><based><frames><free><geometric><only><part><style> - Why Boycott SIGGRAPH Asia 2026?
Commentary video by Cem Yuksel stating personal reasons to boycott SIGGRAPH Asia 2026 in Malaysia.
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· <general><all><about><commentary><free><helps><high><rather> - Implicit Position-Based Fluids (IPBF)
Implicit Position-Based Fluids (IPBF) presents a Utah Graphics Lab incompressible SPH method by Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, and Cem Yuksel that uses…
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· <math><background><based><formal><free><helps><useful><versus> - New GPU Profiler and RHI Submission Pipeline | Unreal Fest Stockholm 2025
New GPU Profiler and RHI Submission Pipeline | Unreal Fest Stockholm 2025 is an Unreal Fest talk by Luke Thatcher of Epic's RHI team, published on the Unreal Engine YouTube…
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· <about><channel><covers><free><parallel><understanding><useful><video> - Introducing geometric algebra
Introducing geometric algebra is the opening YouTube episode of the All Angles geometric algebra series, framing why the geometric product unifies tools used in graphics and…
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· <math><video><channel><free><geometric><parallel><used><useful> - SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE is a SIGGRAPH Advances in Real-Time Rendering talk by Jarkko Lempiäinen of HypeHype on mobile-friendly…
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· <access><based><channel><covers><free><high><rather><style> - Why do we need dithering?
Why do we need dithering? is a Typefully essay by Dan Hollick explaining why digital images historically used dithering and how common algorithms work.
It frames early limited…
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· <general><about><access><background><frames><free><high><required> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
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· <math><access><based><covers><foundations><free><mathematical><rather>