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| Learn OpenGL | https://learnopengl.com/ |
| Ray Tracing in One Weekend series | https://raytracing.github.io/ |
| CMU's introductory to Computer Graphics course | https://www.youtube.com/playlist?list=PL9_jI1bdZmz2emSh0UQ5iOdT2xRHFHL7E |
| Catlike Coding | https://catlikecoding.com/ |
| Book Of Shaders | https://thebookofshaders.com/ |
| ShaderToy | https://www.shadertoy.com/ |
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| GPU Optimization for GameDev | https://gist.github.com/silvesthu/505cf0cbf284bb4b971f6834b8fec93d |
| Volumetric Clouds Resources List | https://gist.github.com/pixelsnafu/e3904c49cbd8ff52cb53d95ceda3980e |
| graphics resources | https://github.com/mattdesl/graphics-resources |
| Awesome Computer Graphics (luisnts) | https://github.com/luisnts/awesome-computer-graphics |
| Awesome Computer Graphics (waitin2010) | https://github.com/waitin2010/awesome-computer-graphics |
| Fun with Computer Graphics | https://github.com/zheng95z/fun-with-computer-graphics |
| Awesome Graphics Libraries - engines & frameworks | https://github.com/jslee02/awesome-graphics-libraries |
| Awesome Computer Vision | https://github.com/jbhuang0604/awesome-computer-vision |
| Awesome Gamedev | https://github.com/ellisonleao/magictools |
| Physics-Based Animation | http://www.physicsbasedanimation.com/ |
| Digital Morphogenesis Resources - Info About Some Different Simulation Techniques | https://github.com/jasonwebb/morphogenesis-resources |
| Graphics Programming Weekly - Article Database | https://www.jendrikillner.com/article_database/ |
| Graphics Studies Compilation - Adrian Courrèges | https://www.adriancourreges.com/blog/2020/12/29/graphics-studies-compilation/ |
| Readings on Physically Based Rendering | https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/ |
| Computer Graphics Resources Materials for Self Study | https://legends2k.github.io/note/cg_resources/ |
| Resources for Beginning Graphics Programming | https://medium.com/vrtigo/resources-for-beginning-graphics-programming-c0da724381bc |
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| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#books |
| Graphics Codex | https://graphicscodex.com/app/app.html |
| Real-Time Rendering, Fourth Edition | https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Akenine-M%C3%B6ller/dp/1138627003 |
| Fundamentals of Computer Graphics 5th Edition | https://www.amazon.com/Fundamentals-Computer-Graphics-Steve-Marschner/dp/0367505037 |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#courses |
| CMU's introductory to Computer Graphics course | https://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 Yuksel | https://youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#advice |
| Finding Your Home in Game Graphics Programming | http://alextardif.com/LearningGraphics.html |
| Insider guide to tech interviews | https://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://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#math |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#tutorials |
| Math For Game Devs | https://www.youtube.com/playlist?list=PLImQaTpSAdsD88wprTConznD1OY1EfK_V |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#books-1 |
| immersive linear algebra | http://immersivemath.com/ila/index.html |
| Mathematics for Computer Graphics | https://www.amazon.com/Mathematics-Computer-Graphics-Undergraduate-Science/dp/1447173341 |
| Mathematics for 3D Game Programming and Computer Graphics, 3rd Edition | https://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869 |
| Foundations of Game Engine Development, Volume 1: Mathematics | https://www.amazon.com/Foundations-Game-Engine-Development-Mathematics/dp/0985811749 |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#homogeneous-coordinate |
| A trip down the graphics pipeline: the homogeneous perspective transform | https://www.ece.uvic.ca/~bctill/20004/additional/homcoord/00210494.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#rotation |
| Gimbal lock confusion - Computer Graphics Stack Exchange | https://computergraphics.stackexchange.com/questions/12273/gimbal-lock-confusion |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#quaternions |
| Visualizing quaternions | https://eater.net/quaternions |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#linear-algebra--matrices |
| GPUOpen Matrix Compendium | https://gpuopen.com/learn/matrix-compendium/matrix-compendium-intro/ |
| 3Blue1Brown Youtube Channel | https://www.youtube.com/c/3blue1brown |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#barycentric-coordinates |
| Barycentric Coordinates | https://observablehq.com/@infowantstobeseen/barycentric-coordinates |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#geometric-algebra |
| Let's remove Quaternions from every 3D Engine | https://marctenbosch.com/quaternions/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#curves-and-surfaces |
| The Beauty of Bézier Curves | https://www.youtube.com/watch?v=aVwxzDHniEw |
| Bézier Curves | https://blog.richardekwonye.com/bezier-curves |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#implementing-math-library |
| On Vector Math Libraries | https://www.reedbeta.com/blog/on-vector-math-libraries/ |
| GDC18 - Linear Algebra Upgraded | http://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://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#circularspherical-harmonics |
| Circular Harmonics: Digging in circles | https://valdes.cc/articles/ch.html |
| Spherical Harmonics for Beginners | https://dickyjim.wordpress.com/2013/09/04/spherical-harmonics-for-beginners/ |
| Spherical Harmonics in Graphics: A Brief Overview | https://gen-graphics.blogspot.com/2017/11/spherical-harmonics-in-graphics-brief.html |
| Spherical Harmonics - Insights And Fundamentals | https://github.com/AlexSabourinDev/cranberry_blog/blob/master/SphericalHarmonics_Fundamentals.md |
| Spherical Harmonic Lighting | https://simonstechblog.blogspot.com/2011/12/spherical-harmonic-lighting.html |
| Stupid Spherical Harmonics (SH) Tricks | https://www.ppsloan.org/publications/StupidSH36.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#geometry |
| Visualizing Delaunay Triangulation | https://ianthehenry.com/posts/delaunay/ |
| Point-Based Graphics Metalink | https://www.realtimerendering.com/kesen/PointBasedPaper.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#ray-tracing |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#intro-to-ray-tracing |
| Ray Tracing in One Weekend series | https://raytracing.github.io/ |
| An Improved Illumination Model for Shaded Display | https://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 Compendium | https://www.ii.uni.wroc.pl/~anl/cgfiles/TotalCompendium.pdf |
| Creating a physically-based path tracer | https://alexanderameye.github.io/notes/path-tracer/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#ray-tracing-books |
| Physically Based Rendering: From Theory To Implementation Third Edition | https://www.pbr-book.org/ |
| Ray Tracing Gems | https://www.realtimerendering.com/raytracinggems/rtg/index.html |
| Ray Tracing Gems II | https://www.realtimerendering.com/raytracinggems/rtg2/index.html |
| Advanced Global Illumination | https://www.amazon.com/Advanced-Global-Illumination-Philip-Dutre/dp/1568813074 |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#ray-tracing-courses |
| Dartmouth Rendering Algorithms (Fall21) | https://cs87-dartmouth.github.io/Fall2021/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#algorithms |
| Bidirectional Estimators for Light Transport | https://www.cs.jhu.edu/~misha/ReadingSeminar/Papers/Veach94.pdf |
| Monte Carlo Methods for Light Transport Simulation | https://graphics.stanford.edu/papers/veach_thesis/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#bvh |
| A Survey on Bounding Volume Hierarchies for Ray Tracing | https://meistdan.github.io/publications/bvh_star/paper.pdf |
| bvh - A modern C++ BVH construction and traversal library | https://github.com/madmann91/bvh |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#sampling--variance-reduction |
| Lecture 19: Variance Reduction (CMU 15-462/662) | https://youtu.be/IQhLk_XaFc8 |
| Flavors of Sampling in Ray Tracing | http://psgraphics.blogspot.com/2018/10/flavors-of-sampling-in-ray-tracing.html |
| Stratified Sampling of Spherical Triangles | http://www.graphics.cornell.edu/pubs/1995/Arv95c.pdf |
| Distributing Monte Carlo Errors as a Blue Noise in Screen Space by Permuting Pixel Seeds Between Frames | https://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 Space | https://belcour.github.io/blog/slides/2019-sampling-bluenoise/index.html |
| Rendering in Real Time with Spatiotemporal Blue Noise Textures | https://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 Sampling | https://www.jeremyong.com/math/monte%20carlo/2022/05/17/much-ado-about-sampling/ |
| Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting | https://cs.dartmouth.edu/wjarosz/publications/bitterli20spatiotemporal.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#intersection |
| Static Object Intersections - Real-Time Rendering Resource Page | https://www.realtimerendering.com/intersections.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#denoising |
| Ray Tracing Denoising - Alain.xyz | https://alain.xyz/blog/ray-tracing-denoising |
| Ray Tracing Filtering - Alain.xyz | https://alain.xyz/blog/ray-tracing-filtering |
| Edge-Avoiding À-Trous Wavelet Transform for fast Global Illumination Filtering | https://jo.dreggn.org/home/2010_atrous.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#gpu-ray-tracing |
| APIs | https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#apis |
| Megakernels Considered Harmful: Wavefront Path Tracing on GPUs | https://research.nvidia.com/sites/default/files/pubs/2013-07_Megakernels-Considered-Harmful/laine2013hpg_paper.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#rasterization |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#graphics-pipeline |
| A trip through the Graphics Pipeline 2011 | https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/ |
| Creative Use of GPU Fixed-Function Hardware | https://asawicki.info/news_1745_creative_use_of_gpu_fixed-function_hardware |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#shading-techniques |
| Graphics Pipelines for Young Bloods | https://www.jeremyong.com/cpp/2021/05/20/graphics-pipelines-for-young-bloods/ |
| A Primer On Efficient Rendering Algorithms & Clustered Shading | https://www.aortiz.me/2018/12/21/CG.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#culling |
| Optimizing Software Occlusion Culling | https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/ |
| Nvidia's gl_occlusion_culling example | https://github.com/nvpro-samples/gl_occlusion_culling |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#depth-buffer |
| Depth Precision Visualized | https://developer.nvidia.com/content/depth-precision-visualized |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#software-rasterization |
| ssloy/tinyrenderer | https://github.com/ssloy/tinyrenderer |
| A Parallel Algorithm for Polygon Rasterization | https://www.cs.drexel.edu/~david/Classes/Papers/comp175-06-pineda.pdf |
| Scratchapixel: Rasterization Stage | https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/rasterization-stage |
| Triangle rasterization in practice | https://fgiesen.wordpress.com/2013/02/08/triangle-rasterization-in-practice/ |
| Optimizing the basic rasterizer | https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/ |
| High-Performance Software Rasterization on GPUs | https://users.aalto.fi/~laines9/publications/laine2011hpg_paper.pdf |
| Line Rasterization slides, MIT EECS 6.837, Teller and Durand | http://groups.csail.mit.edu/graphics/classes/6.837/F02/lectures/6.837-7_Line.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#graphics-effects |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#normal-mapping |
| Three Normal Mapping Techniques Explained For the Mathematically Uninclined | https://www.gamedeveloper.com/programming/three-normal-mapping-techniques-explained-for-the-mathematically-uninclined |
| Normal Mapping - Learn OpenGL | https://learnopengl.com/Advanced-Lighting/Normal-Mapping |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#hash-functions |
| PCG Family of Hash Functions - Hash Functions for GPU Rendering | https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#dithering |
| Dithering on the GPU | http://alex-charlton.com/posts/Dithering_on_the_GPU/ |
| Anisoptera Games - How to Fix Color Banding with Dithering | https://www.anisopteragames.com/how-to-fix-color-banding-with-dithering/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#shadow |
| Shadow Mapping - LearnOpenGL | https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping |
| Percentage-Closer Soft Shadows | https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf |
| Efficient Shadows from Many Lights | https://efficientshading.com/wp-content/uploads/s2015_shadows.pdf |
| Reflective Shadow Maps | https://ericpolman.com/2016/03/17/reflective-shadow-maps/ |
| Experiments in Hybrid Raytraced Shadows | https://interplayoflight.wordpress.com/2021/05/15/experiments-in-hybrid-raytraced-shadows/ |
| Michał Olejnik - Raytraced Shadows in Call of Duty: Modern Warfare video presentation | https://www.youtube.com/watch?v=VXp-HEAw-l4 |
| Using Blue Noise For Raytraced Soft Shadows | https://blog.demofox.org/2020/05/16/using-blue-noise-for-raytraced-soft-shadows/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#ambient-occlusion |
| Learn OpenGL: SSAO | https://learnopengl.com/Advanced-Lighting/SSAO |
| John Chapman SSAO Tutorial | http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html |
| Screen Space Ambient Occlusion - Louis Bavoil, Miguel Sainz | https://developer.download.nvidia.com/SDK/10.5/direct3d/Source/ScreenSpaceAO/doc/ScreenSpaceAO.pdf |
| Know your SSAO artifacts | https://mtnphil.wordpress.com/2013/06/26/know-your-ssao-artifacts/ |
| Practical Realtime Strategies for Accurate Indirect Occlusion | https://iryoku.com/downloads/Practical-Realtime-Strategies-for-Accurate-Indirect-Occlusion.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#reflection |
| Screen-Space Reflections Explained | https://jhstrom.blogspot.com/2021/03/screen-space-reflections-explained.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#transparency |
| Learn OpenGL: OIT | https://learnopengl.com/Guest-Articles/2020/OIT/Introduction |
| Compositing digital images | https://graphics.pixar.com/library/Compositing/paper.pdf |
| Visual glBlendFunc + glBlendEquation Tool | https://www.andersriggelsen.dk/glblendfunc.php |
| Part 1 | https://interplayoflight.wordpress.com/2022/06/25/order-independent-transparency-part-1/ |
| Part 2 | https://interplayoflight.wordpress.com/2022/07/02/order-independent-transparency-part-2/ |
| Endgame | https://interplayoflight.wordpress.com/2022/07/10/order-independent-transparency-endgame/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#ray-marching-and-sdf |
| Graphics Codex: Ray Marching | https://graphicscodex.com/app/app.html?page=_rn_rayMrch |
| Distant functions for primitives - Inigo Quilez | http://iquilezles.org/articles/distfunctions/ |
| soft shadows in raymarched SDFs - 2010 | http://iquilezles.org/articles/rmshadows/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#line-edge-and-outline-drawing |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#triangulated-line |
| Drawing Lines is Hard | https://mattdesl.svbtle.com/drawing-lines-is-hard |
| Instanced Line Rendering Part I | https://wwwtyro.net/2019/11/18/instanced-lines.html |
| Instanced Line Rendering Part II: Alpha blending | https://wwwtyro.net/2021/10/01/instanced-lines-part-2.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#outline |
| 5 ways to draw an outline | https://alexanderameye.github.io/notes/rendering-outlines/ |
| The Quest for Very Wide Outlines | https://bgolus.medium.com/the-quest-for-very-wide-outlines-ba82ed442cd9 |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#text-rendering |
| Learn OpenGL: Text Rendering | https://learnopengl.com/In-Practice/Text-Rendering |
| bitmap font renderer | https://jmickle66666666.github.io/blog/techart/2019/12/18/bitmap-font-renderer.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#tessellation |
| Tutorial 30: Basic Tessellation | https://ogldev.org/www/tutorial30/tutorial30.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#voxel-rendering |
| VoxelSpace | https://github.com/s-macke/VoxelSpace |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#volume-rendering |
| Structured Volume Sampling | https://github.com/huwb/volsample |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#dithering-1 |
| Dithering on the GPU | http://alex-charlton.com/posts/Dithering_on_the_GPU/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#sprite-rendering |
| Modern (Bindless) Sprite Batch for Vulkan (and more!) | https://jorenjoestar.github.io/post/modern_sprite_batch/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#atmosphere-scattering |
| Precomputed Atmospheric Scattering | https://hal.inria.fr/inria-00288758/document |
| Precomputed Atmospheric Scattering: a New Implementation | https://ebruneton.github.io/precomputed_atmospheric_scattering/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#grass-rendering |
| Responsive Real-Time Grass Rendering for General 3D Scenes | https://www.cg.tuwien.ac.at/research/publications/2017/JAHRMANN-2017-RRTG/JAHRMANN-2017-RRTG-draft.pdf |
| Procedural grass rendering - Outerra | https://outerra.blogspot.com/2012/05/procedural-grass-rendering.html |
| Procedural Grass in 'Ghost of Tsushima' | https://www.youtube.com/watch?v=Ibe1JBF5i5Y |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#pbr |
| Assets/Materials | https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#materials |
| Physically Based Rendering in Filament | https://google.github.io/filament/Filament.html |
| PBR - Learn OpenGL | https://learnopengl.com/PBR/Theory |
| Everything (or most things) wrong with learnopengl.com/PBR/Theory | https://docs.google.com/document/d/1ZLT1-fIek2JkErN9ZPByeac02nWipMbO89oCW2jxzXo/edit |
| Real Shading in Unreal Engine 4 | https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf |
| Crash Course in BRDF Implementation | https://boksajak.github.io/files/CrashCourseBRDF.pdf |
| Physically Based Shading at Disney | https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf |
| Deriving Lambertian BRDF from first principles | https://sakibsaikia.github.io/graphics/2019/09/10/Deriving-Lambertian-BRDF-From-First-Principles.html |
| Basics of physically-based rendering | https://www.researchgate.net/publication/262326548_Basics_of_physically-based_rendering |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#textures |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#mipmapping |
| Pyramidal Parametrics | http://www.cs.cmu.edu/afs/cs.cmu.edu/academic/class/15869-f11/www/readings/williams83_mipmap.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#texture-compression |
| Understanding BCn Texture Compression Formats | https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#texture-bombing |
| GPU Gems Chapter 20. Texture Bombing | https://developer.nvidia.com/gpugems/gpugems/part-iii-materials/chapter-20-texture-bombing |
| Texture bombing 3 samples | https://www.shadertoy.com/view/4tyGWK |
| On Histogram-Preserving Blending for Randomized Texture Tiling | https://jcgt.org/published/0008/04/02/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#shader-programming |
| The Book of Shaders | https://thebookofshaders.com/ |
| shadertoy smoothstep demo | https://www.shadertoy.com/view/sdyGRW |
| Shader Derivative Functions | http://www.aclockworkberry.com/shader-derivative-functions/ |
| How to read shader assembly | https://interplayoflight.wordpress.com/2021/04/18/how-to-read-shader-assembly/ |
| ShaderToy Advanced Tricks | https://shadertoyunofficial.wordpress.com/2021/03/09/advanced-tricks/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#compute |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#introduction-to-compute-shader |
| Introduction to Compute Shaders | https://anteru.net/blog/2018/intro-to-compute-shaders/ |
| More Compute Shaders | https://anteru.net/blog/2018/more-compute-shaders/ |
| Even more Compute Shaders | https://anteru.net/blog/2018/even-more-compute-shaders/ |
| Compute Shader Glossary | https://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#gpu-architecture |
| CIS 565 GPU Programming and Architecture | http://cis565-fall-2021.github.io/ |
| Gentle introduction to GPUs inner workings | https://vksegfault.github.io/posts/gentle-intro-gpu-inner-workings/ |
| GCN – two ways of latency hiding and wave occupancy | https://bartwronski.com/2014/03/27/gcn-two-ways-of-latency-hiding-and-wave-occupancy/ |
| Breaking Down Barriers | https://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, AMD | https://www.youtube.com/watch?v=0DLOJPSxJEg |
| RDNA Architecture Whitepaper | https://www.amd.com/system/files/documents/rdna-whitepaper.pdf |
| AMU RDNA2 Performance guide | https://gpuopen.com/performance/ |
| The Peak-Performance-Percentage Analysis Method for Optimizing Any GPU Workload | https://developer.nvidia.com/blog/the-peak-performance-analysis-method-for-optimizing-any-gpu-workload/ |
| [video] All the Pipelines - Journey through the GPU | https://gpuopen.com/videos/graphics-pipeline/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#parallel-algorithms |
| Parallel Prefix Sum (Scan) with CUDA | http://www.eecs.umich.edu/courses/eecs570/hw/parprefix.pdf |
| Thinking Parallel, Part I: Collision Detection on the GPU | https://developer.nvidia.com/blog/thinking-parallel-part-i-collision-detection-gpu/ |
| Thinking Parallel, Part II: Tree Traversal on the GPU | https://developer.nvidia.com/blog/thinking-parallel-part-ii-tree-traversal-gpu/ |
| Thinking Parallel, Part III: Tree Construction on the GPU | https://developer.nvidia.com/blog/thinking-parallel-part-iii-tree-construction-gpu/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#atomics |
| CUDA Pro Tip: Optimized Filtering with Warp-Aggregated Atomics | https://developer.nvidia.com/blog/cuda-pro-tip-optimized-filtering-warp-aggregated-atomics/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#color-hdr-and-tone-mapping |
| Supporting Native HDR Monitors - OurMachinery | https://ruby0x1.github.io/machinery_blog_archive/post/supporting-native-hdr-monitors/index.html |
| Introduction to Color Theory for Games, Art and Tech - Shahriar Shahrabi | https://shahriyarshahrabi.medium.com/introduction-to-color-theory-for-games-art-and-tech-67bd4c8607d7 |
| Tone Mapping | https://64.github.io/tonemapping/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#sampling-and-anti-aliasing |
| Ray Tracing/Sampling & Variance Reduction | https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#sampling--variance-reduction |
| A Pixel is not a Little Square! | http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf |
| Basics of Image Resampling | https://entropymine.com/imageworsener/resample/ |
| Computing the Discrepancy with Applications to Supersampling Patterns | http://mentallandscape.com/Papers_tog96.pdf |
| Generating Antialiased Images at Low Sampling Densities | http://mentallandscape.com/Papers_siggraph87.pdf |
| Temporal Anti Aliasing – Step by Step | https://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://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#animation |
| Learn OpenGL: Skeletal Animation | https://learnopengl.com/Guest-Articles/2020/Skeletal-Animation |
| Animation Programming Basics | https://youtu.be/Jkv0pbp0ckQ |
| Animation Graphs | https://youtu.be/R-T3Mk5oDHI |
| Skeletal animation in glTF | https://lisyarus.github.io/blog/graphics/2023/07/03/gltf-animation.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#geometry-1 |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#geometry-representations |
| Lecture 10: Meshes and Manifolds (CMU 15-462/662) | https://youtu.be/HePDHsp8spU |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#iso-surface-methods |
| Interactive explanation of marching cubes and dual contouring | https://wordsandbuttons.online/interactive_explanation_of_marching_cubes_and_dual_contouring.html |
| Polygonising a scalar field (Marching Cubes) | http://paulbourke.net/geometry/polygonise/ |
| Dual Contouring Tutorial | https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/ |
| The Transvoxel Algorithm | https://transvoxel.org/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#libraries |
| Geometry Central | https://geometry-central.net/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#physics-and-simulation |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#physics-based-animation |
| SIGGRAPH University 2019 Course - An Introduction to Physics-Based Animation | https://youtu.be/b_WJ-HwalwU |
| CSC417/CSC2549-Physics-based Animation Fall 2021 | https://youtube.com/playlist?list=PLTkE7n2CwG_PH09_q0Q7ttjqE2F9yGeM3 |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#attractors |
| Strange Attractors on the GPU series | https://observablehq.com/@rreusser/strange-attractors-on-the-gpu-part-1?collection=@rreusser/writeups |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#optics |
| Make Your Bokeh Fascinating + related SIGGRAPH 2015 Course | https://research.tri-ace.com/s2015.html |
| Video Recordings | https://dl.acm.org/doi/10.1145/2776880.2792715 |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#apis |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#ray-tracing-api |
| The RTX Shader Binding Table Three Ways | https://www.willusher.io/graphics/2019/11/20/the-sbt-three-ways |
| Ray Tracing Gems II | https://www.realtimerendering.com/raytracinggems/rtg2/index.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#opengl |
| docs.gl | http://docs.gl/ |
| GLConstantsTranslator | https://javagl.github.io/GLConstantsTranslator/GLConstantsTranslator.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#tutorials-1 |
| Learn OpenGL | https://learnopengl.com/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#meta-links-1 |
| Awesome OpenGL | https://project-awesome.org/eug/awesome-opengl |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#best-practices |
| Using Modern OpenGL to Avoid Common Errors | https://juandiegomontoya.github.io/modern_opengl.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#vulkan |
| Spec | https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/index.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#tutorials-2 |
| Vulkan Guide | https://vkguide.dev/ |
| TU Wien: Vulkan Lecture Series | https://www.youtube.com/playlist?list=PLmIqTlJ6KsE1Jx5HV4sd2jOe3V1KMHHgn |
| vk_mini_path_tracer tutorial | https://github.com/nvpro-samples/vk_mini_path_tracer |
| 3D Graphics Rendering Cookbook | https://www.amazon.com/Graphics-Rendering-Cookbook-comprehensive-algorithms/dp/1838986197 |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#meta-links-2 |
| Awesome Vulkan | https://github.com/vinjn/awesome-vulkan |
| Great Resources - Vulkan Guide | https://vkguide.dev/docs/great_resources |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#swapchain--frame-resources |
| API without Secrets: The Practical Approach to Vulkan* - Part 1 | https://www.intel.com/content/www/us/en/developer/articles/training/practical-approach-to-vulkan-part-1.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#renderpass--dynamic-rendering |
| VK_KHR_dynamic_rendering tutorial | https://lesleylai.info/en/vk-khr-dynamic-rendering/ |
| Khronos: Streamlining Render Passes | https://www.khronos.org/blog/streamlining-render-passes |
| VK_KHR_dynamic_rendering | https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_KHR_dynamic_rendering.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#bindlessdescriptor-indexing |
| Khronos Talk on Descriptor Indexing | https://www.youtube.com/watch?v=tXipcoeuNh4 |
| Vulkan Descriptor Indexing for Mobile | https://community.arm.com/developer/tools-software/graphics/b/blog/posts/vulkan-descriptor-indexing |
| OurMachinery's Moving The Machinery to Bindless | https://ruby0x1.github.io/machinery_blog_archive/post/moving-the-machinery-to-bindless/index.html |
| Wicked Engine: Bindless Descriptors | https://wickedengine.net/2021/04/06/bindless-descriptors/ |
| DethRaid's Vulkan Descriptor Indexing | https://gist.github.com/DethRaid/0171f3cfcce51950ee4ef96c64f59617 |
| A note on Descriptor Indexing | https://chunkstories.xyz/blog/a-note-on-descriptor-indexing/ |
| Vulkan Pills 1: Bindless Textures | https://jorenjoestar.github.io/post/vulkan_bindless_texture/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#synchronization |
| TheMaister's Yet another blog explaining Vulkan synchronization | https://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/ |
| Understanding Vulkan Synchronization | https://www.khronos.org/blog/understanding-vulkan-synchronization |
| Vulkan Timeline Semaphores | https://www.khronos.org/blog/vulkan-timeline-semaphores |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#vulkan-compute |
| A simple Vulkan Compute example | https://www.duskborn.com/posts/a-simple-vulkan-compute-example/ |
| Vulkan Subgroup tutorial. AKA wavefronts | https://www.khronos.org/blog/vulkan-subgroup-tutorial |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#libraries-1 |
| vk-bootstrap | https://github.com/charles-lunarg/vk-bootstrap |
| VulkanMemoryAllocator | https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator |
| volk | https://github.com/zeux/volk |
| SPIRV-Reflect | https://github.com/KhronosGroup/SPIRV-Reflect |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#performance-best-practice |
| Writing an efficient Vulkan renderer | https://zeux.io/2020/02/27/writing-an-efficient-vulkan-renderer/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#others |
| Vulkan Diagram | https://github.com/David-DiGioia/vulkan-diagrams |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#directx-12 |
| Reader Question Answered 1 - Learning D3D12 | https://www.jendrikillner.com/post/d3d12-learning-plan/ |
| Raw DirectX 12 | https://alain.xyz/blog/raw-directx12 |
| Learning DirectX 12 | https://www.3dgep.com/learning-directx-12-1/ |
| Direct3D 12 programming guide | https://docs.microsoft.com/en-us/windows/win32/direct3d12/directx-12-programming-guide |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#resource-binding--bindless |
| Resource Binding - Direct3D 12 Programming Guide | https://docs.microsoft.com/en-us/windows/win32/direct3d12/resource-binding |
| Bindless Texturing for Deferred Rendering and Decals | https://mynameismjp.wordpress.com/2016/03/25/bindless-texturing-for-deferred-rendering-and-decals/ |
| Binding Bindlessly | https://alextardif.com/Bindless.html |
| Wicked Engine: Bindless Descriptors | https://wickedengine.net/2021/04/06/bindless-descriptors/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#webgl |
| Awesome WebGL | https://project-awesome.org/sjfricke/awesome-webgl |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#webgpu |
| Spec | https://gpuweb.github.io/gpuweb/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#tutorials-3 |
| Learn wgpu | https://sotrh.github.io/learn-wgpu/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#system-design |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#renderer-architecture |
| SIGGRAPH 2021 REAC: Unity Rendering Architecture | https://www.youtube.com/watch?v=6LzcXPIWUbc |
| Efficiently rendering glTF models | https://toji.github.io/webgpu-gltf-case-study/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#gpu-driven-rendering |
| GPU Driven Rendering - Siggraph 2015 | http://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#scene-description |
| Siggraph 2019 Hydra | https://graphics.pixar.com/usd/files/Siggraph2019_Hydra.pdf |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#general-programming |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#meta-links-3 |
| Awesome C | https://project-awesome.org/inputsh/awesome-c#game-programming |
| Awesome C++ | https://project-awesome.org/fffaraz/awesome-cpp |
| Awesome Rust | https://github.com/rust-unofficial/awesome-rust |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#engine-development |
| Game Engine Architecture | https://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://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#performance-optimization |
| Algorithms for Modern Hardware | https://en.algorithmica.org/hpc/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#high-level-programming |
| Game Programming Patterns | http://gameprogrammingpatterns.com/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#game-loop |
| Game Loop - Game Programming Patterns | http://gameprogrammingpatterns.com/game-loop.html |
| Fix Your Timestep! | https://gafferongames.com/post/fix_your_timestep/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#floating-point-numbers |
| Onboarding floating-point | https://www.altdevarts.com/p/onboarding-floating-point |
| Floating-point in mobile shaders | https://solidpixel.github.io/2021/11/23/floats_in_shaders.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#memory-allocation--management |
| Memory Allocation Strategies series | https://www.gingerbill.org/series/memory-allocation-strategies/ |
| Memory Management section on Pbrt | https://www.pbr-book.org/3ed-2018/Utilities/Memory_Management |
| Object Pool | http://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://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#toolslibraries |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#debuggers |
| RenderDoc | https://renderdoc.org/ |
| Nvidia Nsight Graphics | https://developer.nvidia.com/nsight-graphics |
| Radeon™ GPU Profiler (AMD) | https://github.com/GPUOpen-Tools/radeon_gpu_profiler |
| Intel® GPA | https://www.intel.com/content/www/us/en/developer/tools/graphics-performance-analyzers/overview.html |
| SpectorJS (WebGL) | https://github.com/BabylonJS/Spector.js |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#profilers |
| Optick: C++ Profiler For Games | https://github.com/bombomby/optick |
| Tracy Profiler | https://github.com/wolfpld/tracy |
| Dear Imgui profiler widget | https://github.com/Raikiri/LegitProfiler |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#denoiser |
| Optix Denoiser | https://developer.nvidia.com/optix-denoiser |
| FidelityFX-Denoiser | https://github.com/GPUOpen-Effects/FidelityFX-Denoiser |
| Open Image AI Denoiser | https://github.com/OpenImageDenoise/oidn |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#assets |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#polygonal-model--scene |
| McGuire Computer Graphics Archive | http://casual-effects.com/data/index.html |
| ORCA: Open Research Content Archive | https://developer.nvidia.com/orca |
| Rendering Resources - Benedikt Bitterli | https://benedikt-bitterli.me/resources/ |
| NASA 3D Resources | https://nasa3d.arc.nasa.gov/models/ |
| Three Dimensional Scans | https://threedscans.com/ |
| Stanford 3D Scanning Repository | http://graphics.stanford.edu/data/3Dscanrep/ |
| The Base Mesh | https://thebasemesh.com/ |
| PolyHaven | https://polyhaven.com/ |
| MIT CSAIL Sample OBJ Models | https://groups.csail.mit.edu/graphics/classes/6.837/F03/models/ |
| Intel Sponza and Graphics Research Samples Library | https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html |
| KhronosGroup glTF Sample Models | https://github.com/KhronosGroup/glTF-Sample-Models |
| Quaternius Free Game Assets | https://quaternius.com/tutorials.html |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#materials |
| ambientCG | https://ambientcg.com/ |
| Physically Based | https://physicallybased.info/ |
| https://patch-diff.githubusercontent.com/Graphics-Programming-Virtual-Meetup/resources#voxel-data |
| TU Wien Volume Data | https://www.cg.tuwien.ac.at/research/publications/2005/dataset-stagbeetle/ |
| Open Scientific Visualization Datasets | https://klacansky.com/open-scivis-datasets/ |
| Stanford Volume Archive | https://www-graphics.stanford.edu/data/voldata/ |
| MorphoSource | https://www.morphosource.org |
| Osirix MANIX and other test DICOMs | https://www.osirix-viewer.com/resources/dicom-image-library/ |
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