- proposes teaching GPU programming through compute shaders before graphics pipelines
- demonstrates starting from simple compute shaders in Vulkan, and using RenderDoc debugging as an essential teaching tool
- presents how to develop from this to understand the execution model, binding model, and how to integrate shader toy examples
- additionally presents next learning steps

- details the theory and mathematics behind FFT-based ocean simulation
- covers oceanographic spectra including JONSWAP and TMA, directional spreading functions, and dispersion relationships
- presents implementation details for cascaded simulation and FFT using compute shaders

- video analyzing DLSS image quality on Nintendo Switch 2
- compares different DLSS implementations and their visual quality

- presentation covering the GPU rendering optimization process in Avowed using Unreal Engine
- shares insights from the development process and technical challenges encountered
- covers aspects from art authoring, material optimization, ray tracing, nanite tweaks, and much more

- presents an adaptive voxel-based approach for order-independent transparency rendering
- demonstrates performance and quality against other OIT methods

- video presentation on ray tracing implementation in Assassin’s Creed: Shadows
- focuses on the algorithms and implementations
- followed by the challenges specific to AC and a look at performance
- additionally discusses the limitations of the presented techniques

- tutorial covering GPU instancing for rendering of grass efficiently
- explains setup using Graphics.RenderMeshPrimitives and compute buffers for instance data
- includes GPU frustum culling implementation and optimization techniques for Unity

- presents the creation of a 448-character GLSL procedural demo featuring mountains, clouds, and fog
- explains techniques for generating noise using sine waves, rotation matrices, and FBM accumulation

- XDC 2025 talk providing an overview of resource mapping from API and hardware perspectives
- discusses the differences in approaches to descriptors and how varios drivers map it onto the hardware
- additionally presents a preview of the new descriptor model coming to Vulkan

- details optimization work improving meshoptimizer’s hierarchical clustered LOD generation
- achieves 3.5x speedup through addressing memory sparsity, thread balancing, and SIMD optimizations
- demonstrates processing NVIDIA’s 1.64 billion-triangle Zorah scene in under 3 minutes, down from 30 at the start of the article

- comprehensive guide covering GPU architecture fundamentals, including memory hierarchies and compute pipelines
- explains PTX/SASS assembly languages and analyzes compiler-generated code from CUDA kernels
- progresses from warp-tiling synchronous kernels to SOTA Hopper asynchronous implementations using TMA and tensor cores

- video summarizing the Game Optimization series of video tutorials
- recaps key optimization techniques covered throughout the series
- discusses future content directions and advanced optimization topics

- video from 3Blue1Brown explaining the mathematical foundations of complex exponents
- connects dynamics and Euler’s formula through visualization

Thanks to Nathan Reed for support of this series.
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