- Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
100% match
· <code><advanced><access><covers><free><non><one><pipelines> - 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.
100% match
· <access><free><lines><many><model><pipelines><related><technical> - 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><advanced><access><block><buffer><compute><covers><dispatch> - GDC/ADDON 2022: How (not) to create Textures for VFX (Simon Trümpler / Simonschreibt)
Simon Trümpler's Simonschreibt page hosts his GDC 2022 Visual Effects Summit talk and an ADDON 2022 revision on VFX textures.
100% match
· <access><channel><free><pipelines><related><talk><technical><tracking> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
100% match
· <access><across><free><gpu><many><memory><one><pipelines> - Marching Squares/Cubes (BorisTheBrave)
First article in Boris The Brave's free meshing series (Adam Newgas) on boristhebrave.com.
100% match
· <access><block><edges><free><pipelines><related><technical><without> - My take on shaders : Interior Mapping (Harry Alisavakis)
Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick.
100% match
· <access><free><many><mentioned><pipelines><related><technical><without> - Partial Derivatives (ddx, ddy, fwidth) (Ronja)
Ronja’s tutorial 046 demystifies HLSL partial derivatives: ddx and ddy measure how a value changes across 2×2 pixel quads, and fwidth combines them for screen-space-aware filtering.
Demonstrates greyscale debug views, then builds an anti-aliased step (aaStep) that widens cutoffs by one pixel’s gradient - reducing jaggy fire, toon bands, and procedural edges versus raw step().
Includes a scrolling noise fire shader comparing step, aaStep, and smoothstep.
100% match
· <access><free><gpu><instead><pipelines><related><simpler><technical> - Anatomy of a Texture
Deep dive into modern GPU texture memory layout through the lens of cross-platform texture conversion.
100% match
· <code><optimization><advanced><block><compression><covers><gpu><memory> - Hands-On With DLSS 5: Our First Look At Nvidia's Next-Gen Photo-Realistic Lighting
Hands-On With DLSS 5: Our First Look At Nvidia's Next-Gen Photo-Realistic Lighting is a Digital Foundry YouTube special from GTC on Nvidia DLSS 5 as an ML lighting pass alongside…
100% match
· <across><channel><frame><free><gpu><non><tracking><useful> - The Road to Substance Modeler: VR Roots, Desktop Reinvention
The Road to Substance Modeler: VR Roots, Desktop Reinvention is a January 2026 retrospective by Davide Pesare on leading Adobe Substance Modeler after its move from Oculus…
100% match
· <after><block><engine><frame><free><non><technical><useful> - GTC 2026
Landing page by Jendrik Illner for NVIDIA GTC 2026, noting the conference runs March 16-19 and presents generative AI and NVIDIA technology updates.
100% match
· <after><covers><event><free><gpu><one><rules><submit> - libGPUCounters Machine Readable Specification
libGPUCounters Machine Readable Specification is the public Arm specification tree that describes Arm GPU performance counters for third-party tooling and…
100% match
· <optimization><advanced><access><authors><complexity><gpu><instead><per> - Higher GPU occupancy via timeline semaphores (Vulkan)
r/GraphicsProgramming write-up on replacing binary semaphores and heavy fencing with an implicit Vulkan framegraph driven by timeline semaphores keyed to resources.
98% match
· <code><optimization><advanced><after><covers><engine><gpu><heavy> - 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.
85% match
· <code><advanced><talk><complexity><engine><gpu><reducing><simpler> - Warp-Level Culling for Efficient Blending in 3D Gaussian Splatting
Conference talk by Kenneth Yang on speeding up alpha-over blending in 3D Gaussian Splatting without changing the rendered image.
79% match
· <code><optimization><advanced><talk><covers><memory><non><without> - Metal Lossy Compression Format
Technical reverse-engineering of Apple's undocumented Metal lossy texture compression (A15/M2), which offers roughly 1:2 compression transparent to applications.
77% match
· <code><optimization><advanced><aliasing><block><compression><technical><tiles> - Technical Artist's Guide to Profiling in Unreal Engine (Unreal Fest Orlando 2025)
Unreal Fest Orlando 2025 session on practical Unreal Engine profiling workflow for technical artists.
54% match
· <optimization><talk><memory><pipelines><technical><youtube>