- 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.
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· <optimization><authoring><frame><generation><geometry><graphs><memory><performance> - 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.
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· <code><shaders><advanced><access><high><mesh><pipelines><programmers> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
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· <code><shaders><about><access><pipelines><programmers><real><time> - Branching on a GPU (Jason Booth, Dec 2021)
Branching on a GPU is Jason Booth's December 2021 Medium essay on when shader branches help or hurt on modern GPUs.
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· <about><access><costs><gpu><pipelines><programmers><real><time> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules.
Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
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· <access><generate><generation><last><pipelines><procedural><programmers><real> - 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><each><last><modern><pipelines><programmers><real> - 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><shaders><advanced><about><access><baked><buffer><each> - Easing Functions
Easings.net is a free interactive cheat sheet by Andrey Sitnik and Ivan Solovev for choosing easing functions that control how a parameter changes over normalized animation time.
The catalog lists quad, cubic, quart, quint, exponential, circular, elastic, and bounce curves in ease-in, ease-out, and ease-in-out forms.
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· <access><animation><instant><page><pipelines><programmers><real><time> - 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><advanced><paper><accessible><compact><last><link><lod> - Compact Neural Appearance Models for Efficient Gaussian Splatting
Compact Neural Appearance Models for Efficient Gaussian Splatting.
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· <optimization><shaders><advanced><paper><accessible><against><compact><last> - DLSS 5: Generative Neural Rendering
DLSS 5: Generative Neural Rendering.
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· <optimization><shaders><advanced><paper><accessible><frame><last><link> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><optimization><advanced><paper><accessible><generation><high><last> - 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.
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· <code><advanced><kuth><meyer><amd><compact><eurographics><gpu> - 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><advanced><paper><accessible><against><evaluating><gpu><last> - 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><optimization><advanced><paper><accessible><last><link><real> - Warnock: Harnessing GPU Geometry Amplification for Vector Graphics
HPG talk by Mark Kilgard on Warnock, a research GPU library for filling and stroking 2D vector paths from a compact baked buffer.
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· <code><advanced><against><baked><buffer><compact><geometry><gpu> - Taming optimization variance in compact neural shading networks
Taming optimization variance in compact neural shading networks.
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· <code><shaders><advanced><paper><accessible><compact><high><last> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
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· <code><optimization><advanced><driven><gpu><memory><performance><pipelines> - 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><advanced><paper><accessible><last><link><mesh><method> - 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><advanced><paper><accessible><compact><instead><last><link>