- 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><deep><examples><focused><free> - GPU Instanced Grass Breakdown (Cyanilux)
A Cyanilux URP breakdown on GPU-instanced grass: procedural draw APIs, structured buffers, Shader Graph instancing hooks, and optional indirect draws with compute frustum culling.
100% match
· <blog><count><examples><focused><free><gpu><may><post> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match
· <blog><about><access><article><below><examples><free><gpu> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
100% match
· <code><blog><access><article><examples><free><may><post> - 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><advanced><blog><about><access><article><bandwidth><com> - 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.
100% match
· <blog><appear><article><com><free><reference><shared><versus> - GPUGems - Chapter 38. Fast Fluid Dynamics Simulation on the GPU
Harris's GPU Gems Chapter 38 explains fast, stable 2D fluid simulation on the GPU.
100% match
· <blog><access><article><com><free><gpu><html><nvidia> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <blog><article><html><links><per><programmers><terminology><tradeoffs> - Anatomy of a Texture
Deep dive into modern GPU texture memory layout through the lens of cross-platform texture conversion.
100% match
· <code><optimization><advanced><blog><covers><deep><dive><gpu> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
100% match
· <code><optimization><advanced><architecture><compute><gpu><memory><occupancy> - Higher GPU occupancy via timeline semaphores (Vulkan)
r/GraphicsProgramming write-up on replacing binary semaphores and heavy fencing with an implicit Vulkan framegraph driven by timeline semaphores keyed to resources.
92% match
· <code><optimization><advanced><blog><consumer><covers><gpu><occupancy> - Upgrading pssr on playstation5 pro
SIGGRAPH 2026 Advances slides by Daniel Craig (Sony Interactive Entertainment) on upgrading PlayStation Spectral Super Resolution on PS5 Pro.
90% match
· <code><optimization><advanced><engineers><form><gpu><high><memory> - What Every Programmer Should Know About Memory
Ulrich Drepper's classic paper on CPU caches, memory hierarchies, NUMA, and prefetching.
85% match
· <optimization><advanced><blog><access><bandwidth><behavior><caches><hierarchies> - 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><behavior><gpu><memory><post> - 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.
77% match
· <code><optimization><advanced><consumer><covers><memory><nvidia><shared> - 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><examples><gpu><like><memory><shared> - Terrain hack: Fastest erosion algorithm ever
The algorithm is not a full fluid simulation; it approximates heightfields with slab-like building blocks discovered by accident but tuned for speed.
65% match
· <blog><blocks><building><compute><examples><gpu> - Borderline Racing - Optimisation (breakdown)
Case study optimizing a large Unreal scene with 2,500+ actors: Nanite versus manual LODs, shared master materials, batch utilities, and Insights tuning.
58% match
· <optimization><blog><reasoning><shared><switches><tradeoffs> - Effective Modern C++
Scott Meyers guide to 42 best practices for C++11/14 - move semantics, smart pointers, lambdas, and avoiding common modern C++ pitfalls.
46% match
· <code><advanced><atomics><comparisons><tradeoffs> - NVIDIA Nsight Systems
System-wide performance profiler for CPU-GPU timeline analysis, threading, and API trace on Windows and Linux.
44% match
· <optimization><bandwidth><deep><occupancy>