- 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
· <general><assembly><drawcalls><memory><pipeline><pixel><rasterization><submission> - Game Performance Optimization (Ben Cloward playlist)
YouTube playlist on game optimization for Unity and Unreal: budgets, CPU versus GPU triage, PIX analysis, and draw-call or shader tuning.
100% match
· <general><video><cloward><artists><bottlenecks><cpu><drawcalls><engines> - This will rewire how you think about rendering optimization
This Procedural Pixels article by Jan Mróz presents a teaching mental model of the GPU rasterization pipeline for everyday optimization.
100% match
· <general><artists><optimization><pipeline><pixel><programmers><rasterization><shading> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
100% match
· <buffer><draw><lighting><pipeline><profiling><shader><transparency><vertex> - 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><beginner><deferred><forward><free><pipeline><shader><shared> - Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
100% match
· <code><calls><draw><drawcalls><free><many><pipeline><shader> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
100% match
· <access><artists><before><draw><free><game><often><programmers> - 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
· <beginner><access><artists><before><free><game><often><programmers> - Rendering Line Lights
Eric López’s article derives analytic shading for elongated line lights - treating luminous segments instead of point or area disks - in real-time renderers.
Covers integration against BRDFs, energy considerations, and implementation notes useful for neon tubes, LED strips, and stylized fixtures.
100% match
· <access><artists><before><engines><free><game><programmers><work> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
88% match
· <forward><lighting><opaque><optimization><profiling><transparency><transparent> - Render Hell 2.0
An illustrated, artist-friendly deep dive into the GPU raster pipeline - draw calls, batching, vertex fetch, rasterization, and bottlenecks.
83% match
· <general><beginner><diagrams><drawcalls><engines><pipeline><rasterization><vertex> - Memory Management, Explained Simply (Part 1)
First video in a four-part series on computer memory management.
79% match
· <code><general><beginner><video><before><memory><programmers><series> - Profiling the GPU in Unity Editor
The workflow targets Windows with DirectX 11 or 12 and an NVIDIA GPU (the author uses an RTX 3060).
77% match
· <beginner><bottlenecks><driver><game><literacy><optimization><profiling> - The Cherno (YouTube)
Yan Chernikov's C++ and game-engine development channel, including the Hazel engine series, OpenGL/graphics episodes, and software engineering fundamentals for aspiring engine…
75% match
· <code><general><beginner><video><build><engines><episodes><fundamentals> - How is this frame of Animal Well rendered?
RenderDoc frame breakdown of how Animal Well draws a single frame in its custom engine.
71% match
· <code><video><calls><draw><drawcalls><lighting><walks> - Steps for Writing a Speed-of-Light GEMM kernel: Part 1
Part 1 of a CuTeDSL series on BF16 GEMM kernels for NVIDIA B200.
69% match
· <code><light><memory><series><shared><walks> - If I were learning technical art, where would I start?
James Marland blog post mapping a beginner technical-art learning path through math, shaders, RenderDoc, and optimization reading.
58% match
· <general><beginner><literacy><optimization><pipeline><profiling> - Interactive Computer Graphics (YouTube Lecture Series)
Full university course lectures on interactive/real-time rendering - OpenGL, GLSL, textures, shadows, geometry/tessellation/compute shaders, and GPU ray tracing.
56% match
· <general><beginner><video><fundamentals><lighting><pipeline><youtube> - Game Programming Patterns
A practical guide to design patterns in game code - object pools, spatial partitioning, state machines, and more.
50% match
· <code><general><buffer><diagrams><optimization> - Borderline Racing - Optimisation (breakdown)
Case study optimizing a large Unreal scene with 2,500+ actors: Nanite versus manual LODs, shared master materials, batch utilities, and Insights tuning.
50% match
· <before><optimization><profiling><shared>