- 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><caches><compute><hardware><memory><shaders><texture> - 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
100% match
· <blog><assume><examples><free><shader><style><textures><want> - 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><assume><examples><free><programmers><shader> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match
· <code><advanced><blog><about><assume><buffer><buffers><examples> - 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><assume><avoid><examples><free><post><shader> - Forcefield Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph forcefield: Fresnel edges, depth intersections, Scene Color refraction, noise distortion, and impact ripples via custom HLSL and C#.
100% match
· <blog><advanced><assume><examples><free><post><shader><textures> - Forcefield Shader Breakdown (Simple) (Cyanilux)
Simplified URP Shader Graph forcefield: transparent unlit Fresnel rim glow, front-face alpha masking, and scene-depth intersection highlights without distortion or ripples.
100% match
· <blog><assume><examples><free><post><shader><texture><textures> - 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><assume><examples><free><post><shader><shaders> - 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.
100% match
· <code><optimization><advanced><blog><already><buffers><gpu><memory> - GPU view-adaptive crack-free subdivision of Bézier surfaces
AMD GPUOpen article summarizing a Eurographics Symposium on Rendering 2026 paper on view-adaptive, crack-free subdivision of bicubic Bézier patches with GPU work graphs.
100% match
· <code><advanced><blog><article><aware><buffers><free><gpu> - demote_tracker is a commandline utility to visualize demoted graphics card memory
demote_tracker is a commandline utility to visualize demoted graphics card memory is an open-source tool hosted on GitHub.
Tiny Win32 console utility that tracks GPU memory…
100% match
· <optimization><across><gpu><memory><programmers><store><useful><want> - What happens when a GPU writes memory
Follow-up microarchitecture post that traces an RTX 4090 STG.E global store through the SM, coalescer, L1, TLB, crossbar, L2, and DRAM.
79% match
· <code><optimization><advanced><blog><gpu><memory><post><rtx> - Metal Lossy Compression Format
Technical reverse-engineering of Apple's undocumented Metal lossy texture compression (A15/M2), which offers roughly 1:2 compression transparent to applications.
79% match
· <code><optimization><advanced><blog><buffers><hardware><programmers><texture> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
71% match
· <optimization><advanced><bandwidth><charts><gpu><profiling><shaders> - C++ Concurrency in Action
Reference on multithreading and parallelism in C++ - threads, atomics, locks, and task-based designs.
71% match
· <code><advanced><buffer><buffers><designing><examples><memory> - VRAM bandwidth and its big role in optimization
It defines VRAM, the bus, and which shader and fixed-function paths stress bandwidth.
71% match
· <optimization><blog><bandwidth><memory><quest><shaders><vram> - Optimizing GPU-driven particle system to run 4x faster
The burning-object effect already simulates and draws on the GPU with compute shaders, append buffers, indirect dispatch, and indirect instanced rendering; this piece profiles each pass and tighten…
71% match
· <optimization><blog><buffers><compute><dispatch><gpu><profiling> - NoGraphicsAPI
C++20 graphics library implementing bindless GPU-pointer and descriptor-heap ideas from the No Graphics API blog and talk.
71% match
· <code><advanced><blog><examples><gpu><memory><shaders> - I made this shader run 5x faster
The original shader layers animated cellular (Voronoi) noise with distorted UVs and procedural value noise, with no texture assets.
69% match
· <optimization><advanced><blog><alu><iterations><profiling><textures><hlsl> - RenderDoc
Open-source frame debugger for D3D11/12, Vulkan, OpenGL, and Metal.
62% match
· <buffers><compare><dispatch><shaders><textures>