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Title: 浙江理工大学图形学实验室 · GitHub

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X Title: 浙江理工大学图形学实验室

Description: A student-driven organization at ZSTU dedicated to Computer Graphics and related fields. - 浙江理工大学图形学实验室

Open Graph Description: A student-driven organization at ZSTU dedicated to Computer Graphics and related fields. - 浙江理工大学图形学实验室

X Description: A student-driven organization at ZSTU dedicated to Computer Graphics and related fields. - 浙江理工大学图形学实验室

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Introduction to compute shaderhttps://github.com/ZSTU-Graphics#introduction-to-compute-shader
GPU Architecturehttps://github.com/ZSTU-Graphics#gpu-architecture
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Color, HDR, and Tone Mappinghttps://github.com/ZSTU-Graphics#color-hdr-and-tone-mapping
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DirectX 12https://github.com/ZSTU-Graphics#directx-12
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System Designhttps://github.com/ZSTU-Graphics#system-design
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https://github.com/ZSTU-Graphics#beginner-friendly
Learn OpenGLhttps://learnopengl.com/
Ray Tracing in One Weekend serieshttps://raytracing.github.io/
CMU's introductory to Computer Graphics coursehttps://www.youtube.com/playlist?list=PL9_jI1bdZmz2emSh0UQ5iOdT2xRHFHL7E
Catlike Codinghttps://catlikecoding.com/
Book Of Shadershttps://thebookofshaders.com/
ShaderToyhttps://www.shadertoy.com/
https://github.com/ZSTU-Graphics#meta-links
GPU Optimization for GameDevhttps://gist.github.com/silvesthu/505cf0cbf284bb4b971f6834b8fec93d
Volumetric Clouds Resources Listhttps://gist.github.com/pixelsnafu/e3904c49cbd8ff52cb53d95ceda3980e
graphics resourceshttps://github.com/mattdesl/graphics-resources
Awesome Computer Graphics (luisnts)https://github.com/luisnts/awesome-computer-graphics
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Fun with Computer Graphicshttps://github.com/zheng95z/fun-with-computer-graphics
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Physics-Based Animationhttp://www.physicsbasedanimation.com/
Digital Morphogenesis Resources - Info About Some Different Simulation Techniqueshttps://github.com/jasonwebb/morphogenesis-resources
Graphics Programming Weekly - Article Databasehttps://www.jendrikillner.com/article_database/
Graphics Studies Compilation - Adrian Courrègeshttps://www.adriancourreges.com/blog/2020/12/29/graphics-studies-compilation/
Readings on Physically Based Renderinghttps://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/
Computer Graphics Resources Materials for Self Studyhttps://legends2k.github.io/note/cg_resources/
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https://github.com/ZSTU-Graphics#overview
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Graphics Codexhttps://graphicscodex.com/app/app.html
Real-Time Rendering, Fourth Editionhttps://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Akenine-M%C3%B6ller/dp/1138627003
Fundamentals of Computer Graphics 5th Editionhttps://www.amazon.com/Fundamentals-Computer-Graphics-Steve-Marschner/dp/0367505037
https://github.com/ZSTU-Graphics#courses
CMU's introductory to Computer Graphics coursehttps://www.youtube.com/playlist?list=PL9_jI1bdZmz2emSh0UQ5iOdT2xRHFHL7E
6.837: Introduction to Computer Graphics (fall 2020)https://youtube.com/playlist?list=PLQ3UicqQtfNuBjzJ-KEWmG1yjiRMXYKhh
Introduction to Computer Graphics - Cem Yukselhttps://youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
https://github.com/ZSTU-Graphics#advice
Finding Your Home in Game Graphics Programminghttp://alextardif.com/LearningGraphics.html
Insider guide to tech interviewshttps://bartwronski.com/2022/01/04/insider-guide-to-tech-interviews/
Graphics Programming – Where To Start?https://www.stefanpijnacker.nl/article/graphics-programming-where-to-start/
https://github.com/ZSTU-Graphics#math
https://github.com/ZSTU-Graphics#tutorials
Math For Game Devshttps://www.youtube.com/playlist?list=PLImQaTpSAdsD88wprTConznD1OY1EfK_V
https://github.com/ZSTU-Graphics#books-1
immersive linear algebrahttp://immersivemath.com/ila/index.html
Mathematics for Computer Graphicshttps://www.amazon.com/Mathematics-Computer-Graphics-Undergraduate-Science/dp/1447173341
Mathematics for 3D Game Programming and Computer Graphics, 3rd Editionhttps://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869
Foundations of Game Engine Development, Volume 1: Mathematicshttps://www.amazon.com/Foundations-Game-Engine-Development-Mathematics/dp/0985811749
https://github.com/ZSTU-Graphics#homogeneous-coordinate
A trip down the graphics pipeline: the homogeneous perspective transformhttps://www.ece.uvic.ca/~bctill/20004/additional/homcoord/00210494.pdf
https://github.com/ZSTU-Graphics#rotation
Gimbal lock confusion - Computer Graphics Stack Exchangehttps://computergraphics.stackexchange.com/questions/12273/gimbal-lock-confusion
https://github.com/ZSTU-Graphics#quaternions
Visualizing quaternionshttps://eater.net/quaternions
https://github.com/ZSTU-Graphics#linear-algebra--matrices
GPUOpen Matrix Compendiumhttps://gpuopen.com/learn/matrix-compendium/matrix-compendium-intro/
3Blue1Brown Youtube Channelhttps://www.youtube.com/c/3blue1brown
https://github.com/ZSTU-Graphics#barycentric-coordinates
Barycentric Coordinateshttps://observablehq.com/@infowantstobeseen/barycentric-coordinates
https://github.com/ZSTU-Graphics#geometric-algebra
Let's remove Quaternions from every 3D Enginehttps://marctenbosch.com/quaternions/
https://github.com/ZSTU-Graphics#curves-and-surfaces
The Beauty of Bézier Curveshttps://www.youtube.com/watch?v=aVwxzDHniEw
Bézier Curveshttps://blog.richardekwonye.com/bezier-curves
https://github.com/ZSTU-Graphics#implementing-math-library
On Vector Math Librarieshttps://www.reedbeta.com/blog/on-vector-math-libraries/
GDC18 - Linear Algebra Upgradedhttp://www.terathon.com/gdc18_lengyel.pdf
CppCon 2018: Valentin Galea “Rapid Prototyping of Graphics Shaders in Modern C++”https://www.youtube.com/watch?v=8FoAxasNssA
https://github.com/ZSTU-Graphics#circularspherical-harmonics
Circular Harmonics: Digging in circleshttps://valdes.cc/articles/ch.html
Spherical Harmonics for Beginnershttps://dickyjim.wordpress.com/2013/09/04/spherical-harmonics-for-beginners/
Spherical Harmonics in Graphics: A Brief Overviewhttps://gen-graphics.blogspot.com/2017/11/spherical-harmonics-in-graphics-brief.html
Spherical Harmonics - Insights And Fundamentalshttps://github.com/AlexSabourinDev/cranberry_blog/blob/master/SphericalHarmonics_Fundamentals.md
Spherical Harmonic Lightinghttps://simonstechblog.blogspot.com/2011/12/spherical-harmonic-lighting.html
Stupid Spherical Harmonics (SH) Trickshttps://www.ppsloan.org/publications/StupidSH36.pdf
https://github.com/ZSTU-Graphics#geometry
Visualizing Delaunay Triangulationhttps://ianthehenry.com/posts/delaunay/
Point-Based Graphics Metalinkhttps://www.realtimerendering.com/kesen/PointBasedPaper.html
https://github.com/ZSTU-Graphics#ray-tracing
https://github.com/ZSTU-Graphics#intro-to-ray-tracing
Ray Tracing in One Weekend serieshttps://raytracing.github.io/
An Improved Illumination Model for Shaded Displayhttps://www.cs.drexel.edu/~david/Classes/Papers/p343-whitted.pdf
Lecture 18: Monte Carlo Rendering (CMU 15-462/662)https://youtu.be/FUZJNlRqrAc
Global Illumination Compendiumhttps://www.ii.uni.wroc.pl/~anl/cgfiles/TotalCompendium.pdf
Creating a physically-based path tracerhttps://alexanderameye.github.io/notes/path-tracer/
https://github.com/ZSTU-Graphics#ray-tracing-books
Physically Based Rendering: From Theory To Implementation Third Editionhttps://www.pbr-book.org/
Ray Tracing Gemshttps://www.realtimerendering.com/raytracinggems/rtg/index.html
Ray Tracing Gems IIhttps://www.realtimerendering.com/raytracinggems/rtg2/index.html
Advanced Global Illuminationhttps://www.amazon.com/Advanced-Global-Illumination-Philip-Dutre/dp/1568813074
https://github.com/ZSTU-Graphics#ray-tracing-courses
Dartmouth Rendering Algorithms (Fall21)https://cs87-dartmouth.github.io/Fall2021/
https://github.com/ZSTU-Graphics#algorithms
Bidirectional Estimators for Light Transporthttps://www.cs.jhu.edu/~misha/ReadingSeminar/Papers/Veach94.pdf
Monte Carlo Methods for Light Transport Simulationhttps://graphics.stanford.edu/papers/veach_thesis/
https://github.com/ZSTU-Graphics#bvh
A Survey on Bounding Volume Hierarchies for Ray Tracinghttps://meistdan.github.io/publications/bvh_star/paper.pdf
bvh - A modern C++ BVH construction and traversal libraryhttps://github.com/madmann91/bvh
https://github.com/ZSTU-Graphics#sampling--variance-reduction
Lecture 19: Variance Reduction (CMU 15-462/662)https://youtu.be/IQhLk_XaFc8
Flavors of Sampling in Ray Tracinghttp://psgraphics.blogspot.com/2018/10/flavors-of-sampling-in-ray-tracing.html
Stratified Sampling of Spherical Triangleshttp://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf
Distributing Monte Carlo Errors as a Blue Noise in Screen Space by Permuting Pixel Seeds Between Frameshttps://hal.archives-ouvertes.fr/hal-02158423/file/blueNoiseTemporal2019_slides.pdf
A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a Blue Noise in Screen Spacehttps://belcour.github.io/blog/slides/2019-sampling-bluenoise/index.html
Rendering in Real Time with Spatiotemporal Blue Noise Textureshttps://developer.nvidia.com/blog/rendering-in-real-time-with-spatiotemporal-blue-noise-textures-part-1/
What is direct lighting (next event estimation) in a ray tracer?https://psgraphics.blogspot.com/2022/01/what-is-direct-lighting-next-event.html
Much Ado About Samplinghttps://www.jeremyong.com/math/monte%20carlo/2022/05/17/much-ado-about-sampling/
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lightinghttps://cs.dartmouth.edu/wjarosz/publications/bitterli20spatiotemporal.html
https://github.com/ZSTU-Graphics#intersection
Static Object Intersections - Real-Time Rendering Resource Pagehttps://www.realtimerendering.com/intersections.html
https://github.com/ZSTU-Graphics#denoising
Ray Tracing Denoising - Alain.xyzhttps://alain.xyz/blog/ray-tracing-denoising
Ray Tracing Filtering - Alain.xyzhttps://alain.xyz/blog/ray-tracing-filtering
Edge-Avoiding À-Trous Wavelet Transform for fast Global Illumination Filteringhttps://jo.dreggn.org/home/2010_atrous.pdf
https://github.com/ZSTU-Graphics#gpu-ray-tracing
APIshttps://github.com/ZSTU-Graphics#apis
Megakernels Considered Harmful: Wavefront Path Tracing on GPUshttps://research.nvidia.com/sites/default/files/pubs/2013-07_Megakernels-Considered-Harmful/laine2013hpg_paper.pdf
https://github.com/ZSTU-Graphics#rasterization
https://github.com/ZSTU-Graphics#graphics-pipeline
A trip through the Graphics Pipeline 2011https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
Creative Use of GPU Fixed-Function Hardwarehttps://asawicki.info/news_1745_creative_use_of_gpu_fixed-function_hardware
https://github.com/ZSTU-Graphics#shading-techniques
Graphics Pipelines for Young Bloodshttps://www.jeremyong.com/cpp/2021/05/20/graphics-pipelines-for-young-bloods/
A Primer On Efficient Rendering Algorithms & Clustered Shadinghttps://www.aortiz.me/2018/12/21/CG.html
https://github.com/ZSTU-Graphics#culling
Optimizing Software Occlusion Cullinghttps://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/
Nvidia's gl_occlusion_culling examplehttps://github.com/nvpro-samples/gl_occlusion_culling
https://github.com/ZSTU-Graphics#depth-buffer
Depth Precision Visualizedhttps://developer.nvidia.com/content/depth-precision-visualized
https://github.com/ZSTU-Graphics#software-rasterization
ssloy/tinyrendererhttps://github.com/ssloy/tinyrenderer
A Parallel Algorithm for Polygon Rasterizationhttps://www.cs.drexel.edu/~david/Classes/Papers/comp175-06-pineda.pdf
Scratchapixel: Rasterization Stagehttps://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/rasterization-stage
Triangle rasterization in practicehttps://fgiesen.wordpress.com/2013/02/08/triangle-rasterization-in-practice/
Optimizing the basic rasterizerhttps://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/
High-Performance Software Rasterization on GPUshttps://users.aalto.fi/~laines9/publications/laine2011hpg_paper.pdf
Line Rasterization slides, MIT EECS 6.837, Teller and Durandhttp://groups.csail.mit.edu/graphics/classes/6.837/F02/lectures/6.837-7_Line.pdf
https://github.com/ZSTU-Graphics#graphics-effects
https://github.com/ZSTU-Graphics#normal-mapping
Three Normal Mapping Techniques Explained For the Mathematically Uninclinedhttps://www.gamedeveloper.com/programming/three-normal-mapping-techniques-explained-for-the-mathematically-uninclined
Normal Mapping - Learn OpenGLhttps://learnopengl.com/Advanced-Lighting/Normal-Mapping
https://github.com/ZSTU-Graphics#hash-functions
PCG Family of Hash Functions - Hash Functions for GPU Renderinghttps://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/
https://github.com/ZSTU-Graphics#dithering
Dithering on the GPUhttp://alex-charlton.com/posts/Dithering_on_the_GPU/
Anisoptera Games - How to Fix Color Banding with Ditheringhttps://www.anisopteragames.com/how-to-fix-color-banding-with-dithering/
https://github.com/ZSTU-Graphics#shadow
Shadow Mapping - LearnOpenGLhttps://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
Percentage-Closer Soft Shadowshttps://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
Efficient Shadows from Many Lightshttps://efficientshading.com/wp-content/uploads/s2015_shadows.pdf
Reflective Shadow Mapshttps://ericpolman.com/2016/03/17/reflective-shadow-maps/
Experiments in Hybrid Raytraced Shadowshttps://interplayoflight.wordpress.com/2021/05/15/experiments-in-hybrid-raytraced-shadows/
Michał Olejnik - Raytraced Shadows in Call of Duty: Modern Warfare video presentationhttps://www.youtube.com/watch?v=VXp-HEAw-l4
Using Blue Noise For Raytraced Soft Shadowshttps://blog.demofox.org/2020/05/16/using-blue-noise-for-raytraced-soft-shadows/
https://github.com/ZSTU-Graphics#ambient-occlusion
Learn OpenGL: SSAOhttps://learnopengl.com/Advanced-Lighting/SSAO
John Chapman SSAO Tutorialhttp://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
Screen Space Ambient Occlusion - Louis Bavoil, Miguel Sainzhttps://developer.download.nvidia.com/SDK/10.5/direct3d/Source/ScreenSpaceAO/doc/ScreenSpaceAO.pdf
Know your SSAO artifactshttps://mtnphil.wordpress.com/2013/06/26/know-your-ssao-artifacts/
Practical Realtime Strategies for Accurate Indirect Occlusionhttps://iryoku.com/downloads/Practical-Realtime-Strategies-for-Accurate-Indirect-Occlusion.pdf
https://github.com/ZSTU-Graphics#reflection
Screen-Space Reflections Explainedhttps://jhstrom.blogspot.com/2021/03/screen-space-reflections-explained.html
https://github.com/ZSTU-Graphics#transparency
Learn OpenGL: OIThttps://learnopengl.com/Guest-Articles/2020/OIT/Introduction
Compositing digital imageshttps://graphics.pixar.com/library/Compositing/paper.pdf
Visual glBlendFunc + glBlendEquation Toolhttps://www.andersriggelsen.dk/glblendfunc.php
Part 1https://interplayoflight.wordpress.com/2022/06/25/order-independent-transparency-part-1/
Part 2https://interplayoflight.wordpress.com/2022/07/02/order-independent-transparency-part-2/
Endgamehttps://interplayoflight.wordpress.com/2022/07/10/order-independent-transparency-endgame/
https://github.com/ZSTU-Graphics#ray-marching-and-sdf
Graphics Codex: Ray Marchinghttps://graphicscodex.com/app/app.html?page=_rn_rayMrch
Distant functions for primitives - Inigo Quilezhttp://iquilezles.org/articles/distfunctions/
soft shadows in raymarched SDFs - 2010http://iquilezles.org/articles/rmshadows/
https://github.com/ZSTU-Graphics#line-edge-and-outline-drawing
https://github.com/ZSTU-Graphics#triangulated-line
Drawing Lines is Hardhttps://mattdesl.svbtle.com/drawing-lines-is-hard
Instanced Line Rendering Part Ihttps://wwwtyro.net/2019/11/18/instanced-lines.html
Instanced Line Rendering Part II: Alpha blendinghttps://wwwtyro.net/2021/10/01/instanced-lines-part-2.html
https://github.com/ZSTU-Graphics#outline
5 ways to draw an outlinehttps://alexanderameye.github.io/notes/rendering-outlines/
The Quest for Very Wide Outlineshttps://bgolus.medium.com/the-quest-for-very-wide-outlines-ba82ed442cd9
https://github.com/ZSTU-Graphics#text-rendering
Learn OpenGL: Text Renderinghttps://learnopengl.com/In-Practice/Text-Rendering
bitmap font rendererhttps://jmickle66666666.github.io/blog/techart/2019/12/18/bitmap-font-renderer.html
https://github.com/ZSTU-Graphics#tessellation
Tutorial 30: Basic Tessellationhttps://ogldev.org/www/tutorial30/tutorial30.html
https://github.com/ZSTU-Graphics#voxel-rendering
VoxelSpacehttps://github.com/s-macke/VoxelSpace
https://github.com/ZSTU-Graphics#volume-rendering
Structured Volume Samplinghttps://github.com/huwb/volsample
https://github.com/ZSTU-Graphics#dithering-1
Dithering on the GPUhttp://alex-charlton.com/posts/Dithering_on_the_GPU/
https://github.com/ZSTU-Graphics#sprite-rendering
Modern (Bindless) Sprite Batch for Vulkan (and more!)https://jorenjoestar.github.io/post/modern_sprite_batch/
https://github.com/ZSTU-Graphics#atmosphere-scattering
Precomputed Atmospheric Scatteringhttps://hal.inria.fr/inria-00288758/document
Precomputed Atmospheric Scattering: a New Implementationhttps://ebruneton.github.io/precomputed_atmospheric_scattering/
https://github.com/ZSTU-Graphics#grass-rendering
Responsive Real-Time Grass Rendering for General 3D Sceneshttps://www.cg.tuwien.ac.at/research/publications/2017/JAHRMANN-2017-RRTG/JAHRMANN-2017-RRTG-draft.pdf
Procedural grass rendering - Outerrahttps://outerra.blogspot.com/2012/05/procedural-grass-rendering.html
Procedural Grass in 'Ghost of Tsushima'https://www.youtube.com/watch?v=Ibe1JBF5i5Y
https://github.com/ZSTU-Graphics#pbr
Assets/Materialshttps://github.com/ZSTU-Graphics#materials
Physically Based Rendering in Filamenthttps://google.github.io/filament/Filament.html
PBR - Learn OpenGLhttps://learnopengl.com/PBR/Theory
Everything (or most things) wrong with learnopengl.com/PBR/Theoryhttps://docs.google.com/document/d/1ZLT1-fIek2JkErN9ZPByeac02nWipMbO89oCW2jxzXo/edit
Real Shading in Unreal Engine 4https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
Crash Course in BRDF Implementationhttps://boksajak.github.io/files/CrashCourseBRDF.pdf
Physically Based Shading at Disneyhttps://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf
Deriving Lambertian BRDF from first principleshttps://sakibsaikia.github.io/graphics/2019/09/10/Deriving-Lambertian-BRDF-From-First-Principles.html
Basics of physically-based renderinghttps://www.researchgate.net/publication/262326548_Basics_of_physically-based_rendering
https://github.com/ZSTU-Graphics#textures
https://github.com/ZSTU-Graphics#mipmapping
Pyramidal Parametricshttp://www.cs.cmu.edu/afs/cs.cmu.edu/academic/class/15869-f11/www/readings/williams83_mipmap.pdf
https://github.com/ZSTU-Graphics#texture-compression
Understanding BCn Texture Compression Formatshttps://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/
https://github.com/ZSTU-Graphics#texture-bombing
GPU Gems Chapter 20. Texture Bombinghttps://developer.nvidia.com/gpugems/gpugems/part-iii-materials/chapter-20-texture-bombing
Texture bombing 3 sampleshttps://www.shadertoy.com/view/4tyGWK
On Histogram-Preserving Blending for Randomized Texture Tilinghttps://jcgt.org/published/0008/04/02/
https://github.com/ZSTU-Graphics#shader-programming
The Book of Shadershttps://thebookofshaders.com/
shadertoy smoothstep demohttps://www.shadertoy.com/view/sdyGRW
Shader Derivative Functionshttp://www.aclockworkberry.com/shader-derivative-functions/
How to read shader assemblyhttps://interplayoflight.wordpress.com/2021/04/18/how-to-read-shader-assembly/
ShaderToy Advanced Trickshttps://shadertoyunofficial.wordpress.com/2021/03/09/advanced-tricks/
https://github.com/ZSTU-Graphics#compute
https://github.com/ZSTU-Graphics#introduction-to-compute-shader
Introduction to Compute Shadershttps://anteru.net/blog/2018/intro-to-compute-shaders/
More Compute Shadershttps://anteru.net/blog/2018/more-compute-shaders/
Even more Compute Shadershttps://anteru.net/blog/2018/even-more-compute-shaders/
Compute Shader Glossaryhttps://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md
https://github.com/ZSTU-Graphics#gpu-architecture
CIS 565 GPU Programming and Architecturehttp://cis565-fall-2021.github.io/
Gentle introduction to GPUs inner workingshttps://vksegfault.github.io/posts/gentle-intro-gpu-inner-workings/
GCN – two ways of latency hiding and wave occupancyhttps://bartwronski.com/2014/03/27/gcn-two-ways-of-latency-hiding-and-wave-occupancy/
Breaking Down Barriershttps://therealmjp.github.io/posts/breaking-down-barriers-part-1-whats-a-barrier/
How does a GPU Shader work?https://aras-p.info/texts/files/2018Academy%20-%20GPU.pdf
Compute Shaders: Optimize your engine using compute / Lou Kramer, AMDhttps://www.youtube.com/watch?v=0DLOJPSxJEg
RDNA Architecture Whitepaperhttps://www.amd.com/system/files/documents/rdna-whitepaper.pdf
AMU RDNA2 Performance guidehttps://gpuopen.com/performance/
The Peak-Performance-Percentage Analysis Method for Optimizing Any GPU Workloadhttps://developer.nvidia.com/blog/the-peak-performance-analysis-method-for-optimizing-any-gpu-workload/
[video] All the Pipelines - Journey through the GPUhttps://gpuopen.com/videos/graphics-pipeline/
https://github.com/ZSTU-Graphics#parallel-algorithms
Parallel Prefix Sum (Scan) with CUDAhttp://www.eecs.umich.edu/courses/eecs570/hw/parprefix.pdf
Thinking Parallel, Part I: Collision Detection on the GPUhttps://developer.nvidia.com/blog/thinking-parallel-part-i-collision-detection-gpu/
Thinking Parallel, Part II: Tree Traversal on the GPUhttps://developer.nvidia.com/blog/thinking-parallel-part-ii-tree-traversal-gpu/
Thinking Parallel, Part III: Tree Construction on the GPUhttps://developer.nvidia.com/blog/thinking-parallel-part-iii-tree-construction-gpu/
https://github.com/ZSTU-Graphics#atomics
CUDA Pro Tip: Optimized Filtering with Warp-Aggregated Atomicshttps://developer.nvidia.com/blog/cuda-pro-tip-optimized-filtering-warp-aggregated-atomics/
https://github.com/ZSTU-Graphics#color-hdr-and-tone-mapping
Supporting Native HDR Monitors - OurMachineryhttps://ruby0x1.github.io/machinery_blog_archive/post/supporting-native-hdr-monitors/index.html
Introduction to Color Theory for Games, Art and Tech - Shahriar Shahrabihttps://shahriyarshahrabi.medium.com/introduction-to-color-theory-for-games-art-and-tech-67bd4c8607d7
Tone Mappinghttps://64.github.io/tonemapping/
https://github.com/ZSTU-Graphics#sampling-and-anti-aliasing
Ray Tracing/Sampling & Variance Reductionhttps://github.com/ZSTU-Graphics#sampling--variance-reduction
A Pixel is not a Little Square!http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf
Basics of Image Resamplinghttps://entropymine.com/imageworsener/resample/
Computing the Discrepancy with Applications to Supersampling Patternshttp://mentallandscape.com/Papers_tog96.pdf
Generating Antialiased Images at Low Sampling Densitieshttp://mentallandscape.com/Papers_siggraph87.pdf
Temporal Anti Aliasing – Step by Stephttps://ziyadbarakat.wordpress.com/2020/07/28/temporal-anti-aliasing-step-by-step/
The Accumulation Buffer: Hardware Support for High-Quality Rendering (SIGGRAPH 1990)https://graphics.stanford.edu/courses/cs248-02/haeberli-akeley-accumulation-buffer-sig90.pdf
https://github.com/ZSTU-Graphics#animation
Learn OpenGL: Skeletal Animationhttps://learnopengl.com/Guest-Articles/2020/Skeletal-Animation
Animation Programming Basicshttps://youtu.be/Jkv0pbp0ckQ
Animation Graphshttps://youtu.be/R-T3Mk5oDHI
Skeletal animation in glTFhttps://lisyarus.github.io/blog/graphics/2023/07/03/gltf-animation.html
https://github.com/ZSTU-Graphics#geometry-1
https://github.com/ZSTU-Graphics#geometry-representations
Lecture 10: Meshes and Manifolds (CMU 15-462/662)https://youtu.be/HePDHsp8spU
https://github.com/ZSTU-Graphics#iso-surface-methods
Interactive explanation of marching cubes and dual contouringhttps://wordsandbuttons.online/interactive_explanation_of_marching_cubes_and_dual_contouring.html
Polygonising a scalar field (Marching Cubes)http://paulbourke.net/geometry/polygonise/
Dual Contouring Tutorialhttps://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/
The Transvoxel Algorithmhttps://transvoxel.org/
https://github.com/ZSTU-Graphics#libraries
Geometry Centralhttps://geometry-central.net/
https://github.com/ZSTU-Graphics#physics-and-simulation
https://github.com/ZSTU-Graphics#physics-based-animation
SIGGRAPH University 2019 Course - An Introduction to Physics-Based Animationhttps://youtu.be/b_WJ-HwalwU
CSC417/CSC2549-Physics-based Animation Fall 2021https://youtube.com/playlist?list=PLTkE7n2CwG_PH09_q0Q7ttjqE2F9yGeM3
https://github.com/ZSTU-Graphics#attractors
Strange Attractors on the GPU serieshttps://observablehq.com/@rreusser/strange-attractors-on-the-gpu-part-1?collection=@rreusser/writeups
https://github.com/ZSTU-Graphics#optics
Make Your Bokeh Fascinating + related SIGGRAPH 2015 Coursehttps://research.tri-ace.com/s2015.html
Video Recordingshttps://dl.acm.org/doi/10.1145/2776880.2792715
https://github.com/ZSTU-Graphics#apis
https://github.com/ZSTU-Graphics#ray-tracing-api
The RTX Shader Binding Table Three Wayshttps://www.willusher.io/graphics/2019/11/20/the-sbt-three-ways
Ray Tracing Gems IIhttps://www.realtimerendering.com/raytracinggems/rtg2/index.html
https://github.com/ZSTU-Graphics#opengl
docs.glhttp://docs.gl/
GLConstantsTranslatorhttps://javagl.github.io/GLConstantsTranslator/GLConstantsTranslator.html
https://github.com/ZSTU-Graphics#tutorials-1
Learn OpenGLhttps://learnopengl.com/
https://github.com/ZSTU-Graphics#meta-links-1
Awesome OpenGLhttps://project-awesome.org/eug/awesome-opengl
https://github.com/ZSTU-Graphics#best-practices
Using Modern OpenGL to Avoid Common Errorshttps://juandiegomontoya.github.io/modern_opengl.html
https://github.com/ZSTU-Graphics#vulkan
Spechttps://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/index.html
https://github.com/ZSTU-Graphics#tutorials-2
Vulkan Guidehttps://vkguide.dev/
TU Wien: Vulkan Lecture Serieshttps://www.youtube.com/playlist?list=PLmIqTlJ6KsE1Jx5HV4sd2jOe3V1KMHHgn
vk_mini_path_tracer tutorialhttps://github.com/nvpro-samples/vk_mini_path_tracer
3D Graphics Rendering Cookbookhttps://www.amazon.com/Graphics-Rendering-Cookbook-comprehensive-algorithms/dp/1838986197
https://github.com/ZSTU-Graphics#meta-links-2
Awesome Vulkanhttps://github.com/vinjn/awesome-vulkan
Great Resources - Vulkan Guidehttps://vkguide.dev/docs/great_resources
https://github.com/ZSTU-Graphics#swapchain--frame-resources
API without Secrets: The Practical Approach to Vulkan* - Part 1https://www.intel.com/content/www/us/en/developer/articles/training/practical-approach-to-vulkan-part-1.html
https://github.com/ZSTU-Graphics#renderpass--dynamic-rendering
VK_KHR_dynamic_rendering tutorialhttps://lesleylai.info/en/vk-khr-dynamic-rendering/
Khronos: Streamlining Render Passeshttps://www.khronos.org/blog/streamlining-render-passes
VK_KHR_dynamic_renderinghttps://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_KHR_dynamic_rendering.html
https://github.com/ZSTU-Graphics#bindlessdescriptor-indexing
Khronos Talk on Descriptor Indexinghttps://www.youtube.com/watch?v=tXipcoeuNh4
Vulkan Descriptor Indexing for Mobilehttps://community.arm.com/developer/tools-software/graphics/b/blog/posts/vulkan-descriptor-indexing
OurMachinery's Moving The Machinery to Bindlesshttps://ruby0x1.github.io/machinery_blog_archive/post/moving-the-machinery-to-bindless/index.html
Wicked Engine: Bindless Descriptorshttps://wickedengine.net/2021/04/06/bindless-descriptors/
DethRaid's Vulkan Descriptor Indexinghttps://gist.github.com/DethRaid/0171f3cfcce51950ee4ef96c64f59617
A note on Descriptor Indexinghttps://chunkstories.xyz/blog/a-note-on-descriptor-indexing/
Vulkan Pills 1: Bindless Textureshttps://jorenjoestar.github.io/post/vulkan_bindless_texture/
https://github.com/ZSTU-Graphics#synchronization
TheMaister's Yet another blog explaining Vulkan synchronizationhttps://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/
Understanding Vulkan Synchronizationhttps://www.khronos.org/blog/understanding-vulkan-synchronization
Vulkan Timeline Semaphoreshttps://www.khronos.org/blog/vulkan-timeline-semaphores
https://github.com/ZSTU-Graphics#vulkan-compute
A simple Vulkan Compute examplehttps://www.duskborn.com/posts/a-simple-vulkan-compute-example/
Vulkan Subgroup tutorial. AKA wavefrontshttps://www.khronos.org/blog/vulkan-subgroup-tutorial
https://github.com/ZSTU-Graphics#libraries-1
vk-bootstraphttps://github.com/charles-lunarg/vk-bootstrap
VulkanMemoryAllocatorhttps://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
volkhttps://github.com/zeux/volk
SPIRV-Reflecthttps://github.com/KhronosGroup/SPIRV-Reflect
https://github.com/ZSTU-Graphics#performance-best-practice
Writing an efficient Vulkan rendererhttps://zeux.io/2020/02/27/writing-an-efficient-vulkan-renderer/
https://github.com/ZSTU-Graphics#others
Vulkan Diagramhttps://github.com/David-DiGioia/vulkan-diagrams
https://github.com/ZSTU-Graphics#directx-12
Reader Question Answered 1 - Learning D3D12https://www.jendrikillner.com/post/d3d12-learning-plan/
Raw DirectX 12https://alain.xyz/blog/raw-directx12
Learning DirectX 12https://www.3dgep.com/learning-directx-12-1/
Direct3D 12 programming guidehttps://docs.microsoft.com/en-us/windows/win32/direct3d12/directx-12-programming-guide
https://github.com/ZSTU-Graphics#resource-binding--bindless
Resource Binding - Direct3D 12 Programming Guidehttps://docs.microsoft.com/en-us/windows/win32/direct3d12/resource-binding
Bindless Texturing for Deferred Rendering and Decalshttps://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/
Binding Bindlesslyhttps://alextardif.com/Bindless.html
Wicked Engine: Bindless Descriptorshttps://wickedengine.net/2021/04/06/bindless-descriptors/
https://github.com/ZSTU-Graphics#webgl
Awesome WebGLhttps://project-awesome.org/sjfricke/awesome-webgl
https://github.com/ZSTU-Graphics#webgpu
Spechttps://gpuweb.github.io/gpuweb/
https://github.com/ZSTU-Graphics#tutorials-3
Learn wgpuhttps://sotrh.github.io/learn-wgpu/
https://github.com/ZSTU-Graphics#system-design
https://github.com/ZSTU-Graphics#renderer-architecture
SIGGRAPH 2021 REAC: Unity Rendering Architecturehttps://www.youtube.com/watch?v=6LzcXPIWUbc
Efficiently rendering glTF modelshttps://toji.github.io/webgpu-gltf-case-study/
https://github.com/ZSTU-Graphics#gpu-driven-rendering
GPU Driven Rendering - Siggraph 2015http://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
https://github.com/ZSTU-Graphics#scene-description
Siggraph 2019 Hydrahttps://graphics.pixar.com/usd/files/Siggraph2019_Hydra.pdf
https://github.com/ZSTU-Graphics#general-programming
https://github.com/ZSTU-Graphics#meta-links-3
Awesome Chttps://project-awesome.org/inputsh/awesome-c#game-programming
Awesome C++https://project-awesome.org/fffaraz/awesome-cpp
Awesome Rusthttps://github.com/rust-unofficial/awesome-rust
https://github.com/ZSTU-Graphics#engine-development
Game Engine Architecturehttps://www.gameenginebook.com/
The Shader Permutation Problem - Part 1: How Did We Get Here?https://therealmjp.github.io/posts/shader-permutations-part1/
The Shader Permutation Problem - Part 2: How Do We Fix It?https://therealmjp.github.io/posts/shader-permutations-part2/
https://github.com/ZSTU-Graphics#performance-optimization
Algorithms for Modern Hardwarehttps://en.algorithmica.org/hpc/
https://github.com/ZSTU-Graphics#high-level-programming
Game Programming Patternshttp://gameprogrammingpatterns.com/
https://github.com/ZSTU-Graphics#game-loop
Game Loop - Game Programming Patternshttp://gameprogrammingpatterns.com/game-loop.html
Fix Your Timestep!https://gafferongames.com/post/fix_your_timestep/
https://github.com/ZSTU-Graphics#floating-point-numbers
Onboarding floating-pointhttps://www.altdevarts.com/p/onboarding-floating-point
Floating-point in mobile shadershttps://solidpixel.github.io/2021/11/23/floats_in_shaders.html
https://github.com/ZSTU-Graphics#memory-allocation--management
Memory Allocation Strategies serieshttps://www.gingerbill.org/series/memory-allocation-strategies/
Memory Management section on Pbrthttps://www.pbr-book.org/3ed-2018/Utilities/Memory_Management
Object Poolhttp://gameprogrammingpatterns.com/object-pool.html
[Part1]https://youtu.be/nZNd5FjSquk
[Part2]https://youtu.be/CFzuFNSpycI
CppCon 2017: Bob Steagall “How to Write a Custom Allocator”https://youtu.be/kSWfushlvB8
https://github.com/ZSTU-Graphics#toolslibraries
https://github.com/ZSTU-Graphics#debuggers
RenderDochttps://renderdoc.org/
Nvidia Nsight Graphicshttps://developer.nvidia.com/nsight-graphics
Radeon™ GPU Profiler (AMD)https://github.com/GPUOpen-Tools/radeon_gpu_profiler
Intel® GPAhttps://www.intel.com/content/www/us/en/developer/tools/graphics-performance-analyzers/overview.html
SpectorJS (WebGL)https://github.com/BabylonJS/Spector.js
https://github.com/ZSTU-Graphics#profilers
Optick: C++ Profiler For Gameshttps://github.com/bombomby/optick
Tracy Profilerhttps://github.com/wolfpld/tracy
Dear Imgui profiler widgethttps://github.com/Raikiri/LegitProfiler
https://github.com/ZSTU-Graphics#denoiser
Optix Denoiserhttps://developer.nvidia.com/optix-denoiser
FidelityFX-Denoiserhttps://github.com/GPUOpen-Effects/FidelityFX-Denoiser
Open Image AI Denoiserhttps://github.com/OpenImageDenoise/oidn
https://github.com/ZSTU-Graphics#assets
https://github.com/ZSTU-Graphics#polygonal-model--scene
McGuire Computer Graphics Archivehttp://casual-effects.com/data/index.html
ORCA: Open Research Content Archivehttps://developer.nvidia.com/orca
Rendering Resources - Benedikt Bitterlihttps://benedikt-bitterli.me/resources/
NASA 3D Resourceshttps://nasa3d.arc.nasa.gov/models/
Three Dimensional Scanshttps://threedscans.com/
Stanford 3D Scanning Repositoryhttp://graphics.stanford.edu/data/3Dscanrep/
The Base Meshhttps://thebasemesh.com/
PolyHavenhttps://polyhaven.com/
MIT CSAIL Sample OBJ Modelshttps://groups.csail.mit.edu/graphics/classes/6.837/F03/models/
Intel Sponza and Graphics Research Samples Libraryhttps://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html
KhronosGroup glTF Sample Modelshttps://github.com/KhronosGroup/glTF-Sample-Models
Quaternius Free Game Assetshttps://quaternius.com/tutorials.html
https://github.com/ZSTU-Graphics#materials
ambientCGhttps://ambientcg.com/
Physically Basedhttps://physicallybased.info/
https://github.com/ZSTU-Graphics#voxel-data
TU Wien Volume Datahttps://www.cg.tuwien.ac.at/research/publications/2005/dataset-stagbeetle/
Open Scientific Visualization Datasetshttps://klacansky.com/open-scivis-datasets/
Stanford Volume Archivehttps://www-graphics.stanford.edu/data/voldata/
MorphoSourcehttps://www.morphosource.org
Osirix MANIX and other test DICOMshttps://www.osirix-viewer.com/resources/dicom-image-library/
Fundamentals-Of-Computer-Graphics-5th-CNhttps://github.com/ZSTU-Graphics/Fundamentals-Of-Computer-Graphics-5th-CN
NWPU66/Fundamentals-Of-Computer-Graphics-5th-CNhttps://github.com/NWPU66/Fundamentals-Of-Computer-Graphics-5th-CN
2 https://github.com/ZSTU-Graphics/Fundamentals-Of-Computer-Graphics-5th-CN/stargazers
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