- 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><global><illumination><pipelines><slides><tracing><tradeoffs> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
100% match
· <code><shaders><advanced><access><covers><free><high><limited> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
100% match
· <shaders><choices><constraints><content><follow><free><global><intermediate> - 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…
100% match
· <shaders><advanced><counts><engine><exposure><helps><large><material> - 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,
100% match
· <code><shaders><advanced><about><access><available><covers><existing> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
100% match
· <shaders><access><free><gpu><high><level><memory><pipelines> - Parallax Mapping (CatlikeCoding)
Catlike Coding’s Rendering series part 20 adds parallax mapping to the custom “My First Lighting Shader” track (Unity 2017.1), closing the gap with Standard shader height features.
Explains why normal maps alone lack view-dependent parallax, then implements offset mapping and ray-marched height-field intersection with adjustable step counts on a test quad.
Builds on earlier parts (lighting, shadows, instancing).
100% match
· <shaders><about><access><free><gpu><high><large><pipelines> - 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.
100% match
· <shaders><counts><covers><lighting><modern><page><ray><stack> - 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><postmortem><shipping> - Foundations of Game Engine Development Vol. 2 - Rendering
Second volume on real-time rendering for engine developers - color science, projections, lighting, shadows, fog, visibility, and advanced topics like volumetrics and ambient…
96% match
· <shaders><advanced><architecture><engine><intermediate><light><lighting><sections> - Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management (Unreal Fest 2024)
Unreal Fest 2024 session on UE5 advanced rendering, graphics performance, and memory management.
94% match
· <shaders><advanced><talk><gpu><limits><memory><performance><reflections> - Adaptive tessellation and subdivision
SIGGRAPH 2026 Advances talk slides by John Hable on compute-based adaptive tessellation and Catmull-Clark subdivision.
85% match
· <code><advanced><talk><engineers><gpu><hardware><pipelines><slides> - Warp-Level Culling for Efficient Blending in 3D Gaussian Splatting
Conference talk by Kenneth Yang on speeding up alpha-over blending in 3D Gaussian Splatting without changing the rendered image.
85% match
· <code><advanced><talk><conference><covers><level><memory><shared> - 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><global><hardware><illumination><lighting><shipping><tracing> - Mastering Graphics Programming with Vulkan
Builds a modern Vulkan rendering engine (Raptor/Hydra) covering bindless resources, frame graphs, clustered deferred, mesh shaders, VRS, TAA, and RT effects.
77% match
· <code><shaders><advanced><architecture><memory><pipelines><systems><tracing> - Vulkan Tutorial - Building a Simple Engine
Follow-on official Khronos tutorial track that grows the basics into a simple engine structure with reusable abstractions.
71% match
· <code><advanced><architectural><architecture><performance><pipelines> - 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.
71% match
· <code><advanced><follow><global><gpu><level><memory> - Google Filament Documentation
Official docs for Google's physically based real-time renderer - material model, lighting equations, image-based lighting, and mobile-oriented PBR design used in Filament and…
58% match
· <shaders><advanced><choices><lighting><limits><performance> - ShaderToy - Unofficial Blog
Unofficial but widely referenced knowledge base for ShaderToy - GLSL ES quirks, performance tricks, buffer usage, antialiasing, and SIMD/warp divergence.
56% match
· <shaders><advanced><choices><performance><team> - The Return of the Utah Teapot - SIGGRAPH 2026
SIGGRAPH 2026 talk marking the 50th anniversary of the Utah Teapot’s first SIGGRAPH appearance.
52% match
· <talk><appearance><modern><pipelines>