Compute
Think beyond triangles
Compute Shaders - Rendering One Million Cubes - 2021
Compute shader glossary - 2021
A Taste of GPU Compute - 2020
Work-Efficiency vs. Step-Efficiency - 2020
A Simple GPU Hash Table - 2020
Optimize Your Engine Using Compute - 2018
Introduction to compute shaders - 2018 - Part 1, Part 2 and Part 3.
More compute shaders - 2018
Even more compute shaders - 2018
Adaptive GPU Tessellation with Compute Shaders - 2018
Compute Shaders: Optimize your engine using compute - 2018
Optimize your engine using compute - 2018
Journey into rust #2: Compute Shaders - 2018
Skinning in a Compute Shader - 2017
Register Cache: Caching for Warp-Centric CUDA Programs - 2017
Maximizing Unified Memory Performance in CUDA - 2017
Register Cache: Caching for Warp-Centric CUDA Programs - 2017
Principles of Compute - 2016 - Part1 and Part2
Volumetric Fog: Unified Compute Shader-based Solution To Atmospheric Scattering - 2014
Compute shaders in graphics: Gaussian blur
https://lisyarus.github.io/blog/graphics/2022/04/21/compute-blur.html