- 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><article><block><compute><each><frame> - 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.
100% match
· <blog><already><animated><article><dense><engine><free><geometry> - Grass Geometry Shader (Roystan)
Erik Roystan Ross's Unity Grass Shader Tutorial on roystan.net is a Built-in RP walkthrough, billed at about sixty minutes, that extends a downloadable starter scene in HLSL.
A
100% match
· <advanced><blog><article><each><engine><free><geometry><mesh> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <blog><already><article><diagrams><geometry><linear><mesh><programmers> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
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· <blog><already><animation><article><engine><free><include><linear> - 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.
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· <blog><article><each><every><free><know><programmers><shaders> - 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
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· <blog><already><article><engine><form><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><article><blocks><each><engine><free><geometry><include> - 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.
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· <code><optimization><advanced><blog><amd><animated><article><dense> - 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.
100% match
· <code><optimization><advanced><blog><amd><animated><animating><animation> - 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.
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· <code><blog><barczak><amd><block><dense><dgf><engine> - Testing WebGPU data layouts with Facet
Blog post on unit-testing Rust struct layouts against WGSL using Facet reflection and naga.
96% match
· <code><blog><compute><offset><padding><post><shaders><shows> - Render Hell 2.0
An illustrated, artist-friendly deep dive into the GPU raster pipeline - draw calls, batching, vertex fetch, rasterization, and bottlenecks.
56% match
· <optimization><animated><diagrams><shaders><vertex>