- AMD GPUOpen
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
100% match
· <frame><generation><graphs><platform><shaders><shipping><teams><tuning> - Rendering Engine Architecture Conference (REAC)
Virtual conference on the craft of building real-time rendering engines - architecture, workflows, tooling, and product/engine tradeoffs rather than single algorithms.
100% match
· <advanced><architecture><engines><monorepo><pipelines><shaders><slides><workflows> - 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><asset><free><graph><graphs><including><one> - Intro to Shader Graph (Cyanilux)
Long-form Cyanilux primer on Unity Shader Graph: package and URP/HDRP setup, graph templates, the node editor, data types, previews, properties, keywords, and sub-graphs.
100% match
· <based><data><free><graph><graphs><including><pipelines><shader> - 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><data><free><graphs><mesh><multiple><shader><shaders> - Jellyfish Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph jellyfish: sine vertex displacement, Y masking, Fresnel tint, and C# tentacle counter-rotation when the body turns.
100% match
· <based><free><graph><graphs><large><mesh><shader><useful> - Local UVs for Sprites in Sprite Sheet/Atlas (Cyanilux)
Unity shader techniques for per-sprite 0-1 UVs when sprites live in sheets or atlases: C# UV remap with Shader Graph/HLSL, plus URP object-space and renderer-bounds alternatives.
100% match
· <code><across><asset><free><graph><graphs><mesh><multiple> - Sprite Glow/Outline Shader Breakdown (Cyanilux)
Sprite Glow/Outline Shader Breakdown is a March 2020 Cyanilux article for URP Shader Graph on 2D sprites.
100% match
· <around><based><channel><control><free><graph><graphs><shader> - Froyok
Léna Piquet's technical-art blog at froyok.fr/articles.html, where she shares years of real-time rendering notes alongside her Adobe Substance 3D Painter work.
Coverage centers on Unreal Engine 4: custom bloom and lens-flare post-processes, distance-field textures, portals, render-target UI, and selective engine-source changes.
100% match
· <access><creed><engine><free><games><pipelines><programmers><working> - Physically Based Values for CG Artists
Rows cover metals, dielectrics, organics, and fluids with sRGB swatches and numeric F0/reflectance fields suited to Substance, Blender, or engine neutral workflows.
100% match
· <about><access><based><data><free><pipelines><programmers><working> - see here for slides
Gilbert Sanders, Principal Artist at Guerrilla Games, gave this GDC 2018 Visual Arts session on vegetation in Horizon Zero Dawn.
100% match
· <talk><conference><games><one><pipelines><programmers><registration><slides> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
100% match
· <code><architecture><based><comparing><covers><engine><plus><programmers> - The Alters - a technical postmortem - Szymon Kurek || 11 bit studios ||
Game Industry Conference talk by Szymon Kurek of 11 bit studios on the technical postmortem of The Alters.
100% match
· <code><talk><about><conference><covers><engine><multi><platform> - Adaptive tessellation and subdivision
SIGGRAPH 2026 Advances talk slides by John Hable on compute-based adaptive tessellation and Catmull-Clark subdivision.
100% match
· <code><advanced><talk><based><gpu><including><mesh><pipelines> - Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
Extended video talk by Sebastian Aaltonen on why modern graphics APIs and drivers grew so complex and what a cleaner design for current GPUs could look like.
85% match
· <code><advanced><talk><architects><binding><engine><gpu><video> - Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
Unreal Fest Chicago 2026 session introducing Mesh Terrain in Unreal Engine, a mesh-based alternative to heightfield landscapes for large worlds.
83% match
· <code><talk><based><covers><engine><generation><large><mesh> - Wicked Engine
Open-source C++ game engine with modern rendering features - real-time ray tracing, mesh shaders, GPU-driven rendering, and a lightweight editor.
81% match
· <code><driven><generation><mesh><platform><shaders><shipping> - 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…
77% match
· <code><architecture><build><engine><engines><topics><youtube> - Jendrik Illner - Graphics Programming Article Database
Searchable index of graphics programming articles aggregated from Jendrik Illner's weekly newsletter issues on jendrikillner.com.
75% match
· <architecture><conference><engines><free><gpu><topics> - EGSR 2026: Lighting-Consistent Object Transfer Across Radiance Fields
EGSR 2026 talk video on lighting-consistent object transfer across radiance fields.
75% match
· <advanced><talk><across><nicolas><video><working><youtube>