- Freya Holmer - Acegikmo (YouTube)
Video tutorials visualizing math for graphics programming - vectors, splines, shader coding in Unity/HLSL, and geometric algebra.
100% match
· <math><shaders><algebra><blending><cross><demos><dot><vectors> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match
· <shaders><beginner><blog><access><article><free><game><series> - 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
100% match
· <blog><access><article><free><mix><series><shader><shaders> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
100% match
· <shaders><blog><access><article><beginners><free><game><shader> - 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
· <shaders><blog><access><article><blending><free><need><order> - 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
· <shaders><blog><article><demos><earlier><free><game><intermediate> - 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
· <shaders><blog><access><article><calls><earlier><euler><free> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
100% match
· <access><blending><free><game><intermediate><need><notes><shader> - Rotations | Geometric algebra episode 13
Episode 13 of the All Angles geometric algebra series deriving rotations as two successive reflections via the sandwich product, introducing rotors and angle doubling.
100% match
· <math><algebra><angle><angles><earlier><product><rotation><series> - 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><algebra><angles><free><intermediate><know><linear><product> - Texel Density Explained
Texel Density Explained is a Hugh Chew YouTube lesson on texel density for environment and prop art, covering metrics, UV setup, and how density differs from visual fidelity.
It…
100% match
· <beginner><demos><explained><free><game><intermediate><reference><shows> - Versors, rotors, and spinors | Geometric algebra episode 14
Episode 14 of the All Angles geometric algebra series explaining versors, rotors, and spinors via the sandwich product of reflections and rotations.
81% match
· <math><algebra><angles><earlier><product><quaternions><series> - Scratchapixel
Free computer graphics course starting from ray tracing and rasterization basics with C++ examples.
71% match
· <math><beginner><along><free><notes><order><reference> - 3Blue1Brown (YouTube)
Animated math explainers on linear algebra, calculus, Fourier transforms, and other topics that underpin graphics and simulation.
69% match
· <math><algebra><free><series><shaders><vectors> - Foundations of Game Engine Development Vol. 1 - Mathematics
Eric Lengyel's engine-focused math volume covering vectors, transforms, Grassmann/geometric algebra, and game-engine-relevant derivations with exercises.
69% match
· <math><algebra><cross><dot><quaternions><vectors> - The mathematical beauty of hyperbezier curves
Linebender post proposing hyperbezier curves as a curve family that can replace cubic Béziers in 2D vector design.
58% match
· <math><blog><derives><discusses><euler><work> - Real-Time Rendering - Object/Object Intersection
A reference grid of intersection tests between common geometric primitives (ray/sphere, AABB/triangle, etc.), with pointers to books, papers, and code.
44% match
· <math><axes><demos><linear> - Interactive Simulation of Water Surfaces (SBGames 2010 short paper)
SBGames 2010 short paper on real-time water surface simulation techniques suitable for games.
38% match
· <math><shaders><reference><short>