- A Trip Through the Graphics Pipeline (2011)
A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders,…
100% match
· <advanced><blog><compute><drawcalls><fixed><function><geometry><pixel> - AMD GPUOpen
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
100% match
· <optimization><compute><frame><geometry><performance><radeon><rdna><tuning> - Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
100% match
· <code><advanced><blog><entry><examples><free><including><pass> - Dissolve Shader Breakdown (Cyanilux)
URP Shader Graph breakdown by Cyanilux on dissolve effects: Step and noise clip fragments with glowing edges, height-axis variants, and view-space UVs to reduce seam artifacts.
100% match
· <blog><across><entry><examples><free><pixel><post><shader> - Intro to Shader Graph (Cyanilux)
Long-form Cyanilux primer on Unity Shader Graph: package and URP/HDRP setup, graph templates, the node editor, data types, previews, properties, keywords, and sub-graphs.
100% match
· <blog><entry><examples><free><including><pipelines><post><shader> - Local UVs for Sprites in Sprite Sheet/Atlas (Cyanilux)
Unity shader techniques for per-sprite 0-1 UVs when sprites live in sheets or atlases: C# UV remap with Shader Graph/HLSL, plus URP object-space and renderer-bounds alternatives.
100% match
· <code><blog><across><entry><examples><free><post><shader> - Sun Beams / God Rays Shader Breakdown (Cyanilux)
Sun Beams / God Rays Shader Breakdown is a May 2024 Cyanilux tutorial (updated August 2025) on stylized god rays in Unity URP Shader Graph.
100% match
· <blog><drawcalls><entry><examples><free><gpu><light><need> - 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
· <blog><article><examples><free><gpu><long><pipelines><programmers> - How tetrahedral cages significantly reduce BVH memory usage
AMD GPUOpen article on ray-tracing independently animated dense geometry with deformable tetrahedral cages so dense meshes and BVHs stay static and reusable.
100% match
· <code><optimization><advanced><blog><amd><article><geometry><pipelines> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
100% match
· <code><optimization><advanced><architecture><async><compute><familiarity><gpu> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
100% match
· <code><optimization><advanced><blog><across><amd><geometry><gpu> - Introducing AMD DGF SuperCompression
AMD GPUOpen blog introducing DGF SuperCompression (DGFS), a software layer that further compresses Dense Geometry Format blocks for storage while decoding to DGF or conventional…
100% match
· <code><optimization><advanced><blog><amd><geometry><gpu><pipelines> - How to profile the rendering - GPU profiling basics
It separates profilers from Frame Debugger and RenderDoc, which debug resources without per-draw durations.
92% match
· <optimization><blog><counters><drawcalls><examples><programmers><reading><trace> - How to properly profile mobile GPU using ARM Streamline
Streamline streams continuous GPU performance counters from a USB-connected phone, but raw counter values and missing API labels make frames hard to interpret out of the box.
83% match
· <optimization><blog><bottlenecks><counters><passes><performance><profiler><vendor> - A field guide to rendering: from triangles to Gaussians
Long-form field guide by Nikolaos Papadopoulos surveying how 3D scenes become pixels, framed as object-order versus image-order strategies.
83% match
· <code><blog><form><long><ray><strategies><tracing><versus> - NVIDIA Nsight Systems
System-wide performance profiler for CPU-GPU timeline analysis, threading, and API trace on Windows and Linux.
81% match
· <optimization><bottlenecks><occupancy><throughput><workloads><directx><nsight><vulkan> - Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
73% match
· <optimization><advanced><blog><light><pass><profiler><shader><shadow> - Game Programming Patterns
A practical guide to design patterns in game code - object pools, spatial partitioning, state machines, and more.
69% match
· <code><architecture><diagrams><examples><frame><helps> - Render Hell 2.0
An illustrated, artist-friendly deep dive into the GPU raster pipeline - draw calls, batching, vertex fetch, rasterization, and bottlenecks.
69% match
· <optimization><behavior><diagrams><drawcalls><simd><vendor> - Curvature Beziers
Technical post on editing cubic Bézier splines with curvature handles instead of classic tangent lengths.
60% match
· <code><advanced><blog><diagrams><discusses><instead><post>