- Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
100% match
· <code><blog><explains><free><mesh><pipeline><post><triangle> - 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…
100% match
· <blog><advanced><builds><engine><local><post><ray><readers> - 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><blog><about><free><instead><like><mesh> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <blog><explains><geometry><html><mesh><programmers><readers><technical> - 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
100% match
· <blog><about><diary><engine><explains><free><geometry><post> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match
· <blog><engine><fixes><free><geometry><helpers><pipeline><post> - Cyanilux GitHub - URP Blit Renderer Feature
URP_BlitRenderFeature demonstrates a ScriptableRendererFeature that performs full-screen blits in Universal RP - template for custom post effects, copying buffers, or chaining pass
100% match
· <blog><free><instead><open><post><repository><source><useful> - Cyanilux GitHub - URP Grass Geometry Shader
URP_GrassGeometryShader sample implements grass blades via geometry shader stage (where supported) wired for Universal RP projects.
Documents mesh generation on GPU, wind parame
100% match
· <blog><free><geometry><open><pipeline><repository><source><useful> - 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><engine><geometry><nvidia><post> - 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><library><optimization><advanced><blog><cluster><engine><explains> - AMD DGF: An Open Geometry Compression Standard
AMD GPUOpen overview of Dense Geometry Format (DGF) as an open block-based geometry compression approach for dense ray-traced content.
100% match
· <code><library><blog><content><engine><geometry><open><ray> - Learning the integral of a diffusion model
Blog post by Sander Dieleman explaining flow maps as models that predict any point on a diffusion noise-to-data path from any other point, instead of only the local tangent…
100% match
· <advanced><blog><familiar><instead><local><path><post><readers> - CuRast: Cuda-Based Software Rasterization for Billions of Triangles
CUDA software rasterizer for dense opaque meshes with hundreds of millions to billions of triangles, without precomputed LODs or acceleration structures.
100% match
· <code><library><optimization><advanced><billions><demo><geometry><gltf> - 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.
92% match
· <code><optimization><advanced><blog><explains><familiar><post><readers> - Ray tracing massive amounts of animated geometry using tetrahedral cages
AMD GPUOpen article on tetrahedral-cage animation for ray tracing dense deforming meshes, based on the HPG 2026 award paper by Gruen et al.
92% match
· <code><optimization><advanced><blog><demo><explains><geometry><ray> - Half-Edge Data Structure. Part 2
Second part of Alex Syniakov’s half-edge series, walking through how OpenMesh’s add_face builds and repairs topology when a new triangle is attached to an existing mesh.
85% match
· <code><advanced><blog><builds><explains><mesh><programmers><triangle> - Escape Asset Helper (GitHub)
Open-source Unreal Engine 5.6 C++ plugin for import-time asset naming, validation rules, Content Browser overlays, and optional pre-submit source control checks.
81% match
· <code><content><open><pipeline><programmers><repository><technical> - Tool Brick (GitHub)
Procedural LEGO building pipeline for Unreal: LDraw ingestion, Houdini PDG stud-snapping, and in-engine placement covering roughly 945 parts.
81% match
· <code><content><engine><open><pipeline><repository><technical> - UnrealImporterRules-CPP (GitHub)
C++ reference implementation of configurable post-import validation and actions in Unreal, extended by Escape Asset Helper.
77% match
· <code><library><advanced><path><pipeline><programmers><repository> - Using grid to speed up dynamic collisions
The solver already handles velocity integration, static SDF colliders, iterative dynamic collisions, constraints, and invalid-position correction with Burst-compiled Unity Jobs.
65% match
· <code><optimization><blog><geometry><sparse><spatial>