- 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><based><keep><last><many><mesh><results> - 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.
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· <abstract><accessible><area><geometry><helps><link><many><page> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <edge><edges><geometry><interactive><links><mesh><page><versus> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
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· <based><link><original><page><require><results><sampling><silhouette> - 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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· <based><expected><geometry><links><physically><sampling><siggraph><version> - 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><interactive><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><based><geometry><last> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><math><advanced><paper><accessible><competitive><differentiable><last> - Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles
Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles is Bjorn Vermeersch's JCGT paper on parametric disc–square mappings that send…
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· <math><advanced><paper><accessible><area><based><last><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><based><last><link> - Taming optimization variance in compact neural shading networks
Taming optimization variance in compact neural shading networks.
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· <code><math><advanced><paper><marschner><accessible><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><authors><based><differentiable> - 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><based><differentiable><interactive><inverse> - 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><peters><accessible><last><light> - Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion
Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion.
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· <code><advanced><paper><accessible><interactive><last><link><page> - Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization
Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization.
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· <code><advanced><paper><accessible><based><last><link><plus> - A real time lighting technique for procedurally generated 2d isometric game terrains
A real time lighting technique for procedurally generated 2d isometric game terrains proposes automatic real-time lighting for seed-generated isometric maps by estimating 2D…
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· <code><advanced><paper><accessible><geometry><last><light><link> - Ultra-fast Screen-Space Refractions and Caustics via Newton's Method
Ultra-fast Screen-Space Refractions and Caustics via Newton's Method replaces standard screen-space ray marching with Newton's method root finding against G-buffer depth for…
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· <code><advanced><paper><accessible><discontinuities><last><light><link> - Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction
Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction augments each 3D Gaussian with a lightweight MLP that models…
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· <code><math><advanced><paper><accessible><last><link><page>