- Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <advanced><access><importance><last><learned><online><pipelines><use> - 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…
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· <across><advanced><inside><local><many><sample><sampling><shading> - 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,
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· <code><advanced><access><existing><hundreds><last><many><online> - 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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· <across><already><author><engineers><local><shading><use><want> - ccontinisio GitHub - Toon Shader for Unity
Community learning repo - not official Nintendo content - showing how artists approximate rim-lit cel shading with HLSL/Shader Graph era tools.
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· <access><link><online><page><path><sample><useful><want> - Cyanilux GitHub - Shader Graph Variables
ShaderGraphVariables by Cyanilux provides editor tooling or samples for managing Shader Graph blackboard variables consistently across graphs - reducing magic strings and duplicate
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· <access><already><link><local><online><pipelines><sample><use> - Kink3d GitHub - kMirrors
Kink3d’s kMirrors offers planar reflection rendering helpers for Unity - extra cameras, render textures, and shaders to fake mirrors on flat surfaces.
Documents performance cost
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· <access><across><local><online><project><sample><useful><want> - phi-lira GitHub - Custom SRP Template
Educational stepping stone before customizing URP/HDRP or writing company-specific renderers.
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· <advanced><access><local><online><project><sample><top><use> - Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering presents anisotropic Gabor kernels as an alternative to Gaussian primitives for volumetric path tracing,…
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· <code><math><advanced><paper><accessible><acm><last><link> - TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields
TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields introduces a generative method that synthesizes nearest-vertex vector fields over…
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· <code><math><advanced><paper><accessible><bibtex><last><link> - A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
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· <code><math><advanced><paper><accessible><last><light><link> - A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU is Muhammad Anas and Alan Wolfe's JCGT paper presenting a texture-based GPU method that evaluates Bézier curves…
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· <code><math><advanced><paper><accessible><evaluating><last><link> - Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow is a paper by Haojie Jin, Fujia Su, Zehui Lin, Chenxiao Hu, Jierui Ren, Yuqing Yuan, Yanchen Zhang, Zhongtao…
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· <code><advanced><paper><accessible><last><light><link><sample> - Taming optimization variance in compact neural shading networks
Taming optimization variance in compact neural shading networks.
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· <code><math><advanced><paper><accessible><last><link><neural> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
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· <code><advanced><paper><accessible><across><conference><last><link> - Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes
Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes introduces nested mesh shells extracted from a signed distance field and rasterized with alpha compositing for…
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· <code><math><advanced><paper><accessible><last><link><method> - PEPS: Positional Encoding Projected Sampling
PEPS: Positional Encoding Projected Sampling presents a learned positional encoding that treats absolute positional-encoding projections as sample points for grid encoders in…
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· <code><math><advanced><paper><accessible><last><learned><link> - Neural Render Proxies for Interactive and Differentiable Lighting
Neural Render Proxies for Interactive and Differentiable Lighting introduces a scene-specific neural render proxy that decouples path sampling from emission so static scenes with…
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· <code><advanced><paper><accessible><last><link><neural><path> - Illumination-Aware Spatial Subdivision for Path Guiding
Illumination-Aware Spatial Subdivision for Path Guiding proposes splitting path-guiding k-d trees using lookahead cells that store compact light-field signatures (mean radiance…
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· <code><math><advanced><paper><accessible><last><light><link> - Gaussian Point Splatting
Gaussian Point Splatting proposes a stochastic method for rendering massive 3D Gaussian Splatting scenes by sampling pixel-sized opaque points from Gaussians, splatting via…
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· <code><advanced><paper><accessible><acm><distribution><hundreds><last>