https://www.youtube.com/watch?v=57AcnwW4pxw https://youtu.be/34S3onEr3r8 https://natureofcode.com/book/ https://github.com/Chlumsky/msdf-atlas-gen https://www.youtube.com/watch?v=0VzE8ROwC58
Voxel resources: Streaming Connected Component Computation for Trillion Voxel Images - https://www.cs.unc.edu/~isenburg/papers/is-sccctvi-09.pdf GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering - https://maverick.inria.fr/Publications/2009/CNLE09/CNLE09.pdf MagicaVoxel voxel art editor - https://ephtracy.github.io/ Efficient Ray Tracing of Sparse Voxel Octrees - https://ntnuopen.ntnu.no/ntnu-xmlui/bitstream/handle/11250/2370620/567036_FULLTEXT01.pdf?sequence=1 MagicaVoxel MagicaVoxel Official Website for vulkan beginners that want a extra little abstraction in the beginning: https://vkguide.dev/ for vulkan beginners that want to start the hardcore plain vulkan way: https://vulkan-tutorial.com/ vulkan spec for looking up definitions and behaviour: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/vkspec.html Vulkan Guide Home Guide to the Vulkan API Introduction - Vulkan Tutorial A tutorial that teaches you everything it takes to render 3D graphics with the Vulkan API. It covers everything from Windows/Linux setup to rendering and debugging. pbr physically based rendering: http://www.pbr-book.org/3ed-2018/contents.html raytracing for beginners (raytracing in a weekend): https://raytracing.github.io/ introduction into general computer graphics (api agnostic): https://gabrielgambetta.com/computer-graphics-from-scratch/
- Game Engine Architecture by Jason Gregory
- Game Programming Patterns by Robert Nystrom
- Real Time Collision Detection by Christer Ericson
- Foundations of Computer Graphics by Steven Gortler
- OpenGL Programming Guide (Kronos Group)
And for general software development I think everyone should read:
- Clean Code by Robert Martin
- Clean Architecture by Robert Martin
- Working Effectively With Legacy Code by Michael C. Feathers
- Headfirst Design Patterns by Freeman and Robson
And for C++ specifically, books that I found helpful were:
- Effective C++ by Scott Myers
- Elements of Programming Interviews in C++ For those that are interested in engine development this is a really cool open source engine that I have learned a lot from https://github.com/EQMG/Acid
Forward+ rendering: https://takahiroharada.files.wordpress.com/2015/04/forward_plus.pdf https://www.slideshare.net/takahiroharada/forward-34779335 https://wickedengine.net/2018/01/10/optimizing-tile-based-light-culling/ http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf Sample implementation: https://github.com/bcrusco/Forward-Plus-Renderer
https://github.com/Graphics-Programming-Virtual-Meetup/Resources
https://realtimecollisiondetection.net/blog/?p=86
https://www.youtube.com/channel/UCS9CFdjdEcq_NhaSFb_P-yA/videos
https://alexanderameye.github.io/notes/rendering-outlines/
https://github.com/thedmd/imgui-node-editor http://asliceofrendering.com/scene%20helper/2020/01/05/InfiniteGrid/ ocornut/imgui#3384 https://github.com/Linkthehero2222/LittleVulkanEngine-Hpp/tree/master https://www.packtpub.com/product/3d-graphics-rendering-cookbook/9781838986193 https://vkguide.dev/ https://youtu.be/BR2my8OE1Sc https://github.com/Bricklou/littleVulkanEngine/blob/master/docs/links.md https://github.com/shader-slang/slang https://lesleylai.info/en/delve_into_cpp/
C++: https://www.learncpp.com/
Original vulkan tutorial: https://vulkan-tutorial.com/
others vulkan/game engine series: https://youtube.com/playlist?list=PLv8Ddw9K0JPg1BEO-RS-0MYs423cvLVtj https://youtube.com/playlist?list=PLlrATfBNZ98dC-V-N3m0Go4deliWHPFwT
Other repos for the series https://github.com/bricklou/littleVulkanEngine (mine)
sound suport (will be covered in a later video): https://youtube.com/playlist?list=PLalVdRk2RC6r7-4zciZ3LKc96ikviw6BS
2D lighting concept: https://youtu.be/0FZIKX1Y_8I
Vulkan memory synchronization: https://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/
Rasterization implementation: https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/overview-rasterization-algorithm
Render graphs: http://themaister.net/blog/2017/08/15/render-graphs-and-vulkan-a-deep-dive/
Textures mapping: https://vulkan-tutorial.com/Texture_mapping/Images
Normal mapping concept: https://youtu.be/6_-NNKc4lrk https://youtu.be/p-hA5KsY_Yg
Libraries: https://trenki2.github.io/blog/2017/06/02/using-sdl2-with-cmake/ https://github.com/gabime/spdlog
Input system: https://github.com/JohnCWakley/ezi
Event system: https://gameprogrammingpatterns.com/event-queue.html
Game structure: https://youtu.be/rX0ItVEVjHc https://eliasdaler.github.io/programming-and-gamedev-resources/
Entity component system: https://www.raywenderlich.com/2806-introduction-to-component-based-architecture-in-games https://austinmorlan.com/posts/entity_component_system/ https://ourmachinery.com/post/ecs-and-rendering/ https://gamedev.stackexchange.com/a/31491
Physics system: https://youtu.be/-_IspRG548E
Rendering: https://youtu.be/uZlwbWqQKpc https://www.cb.uu.se/~johan/grafik1_2015/instructions.pdf https://youtu.be/d4EgbgTm0Bg
Collisions: https://youtu.be/8b_reDI7iPM https://youtu.be/rjirHFVQAkY&start=600
Shaders: https://github.com/lettier/3d-game-shaders-for-beginners
C++ http://en.cppreference.com/w/ http://www.learncpp.com/ https://isocpp.org/wiki/faq/ https://www.youtube.com/user/CppCon/featured https://sourceforge.net/p/predef/wiki/OperatingSystems/ http://graphics.stanford.edu/~seander/bithacks.html https://github.com/AnthonyCalandra/modern-cpp-features
Graphics General https://www.scratchapixel.com/ https://advances.realtimerendering.com/ https://jcgt.org/read.html
Graphics Debugging https://renderdoc.org/ https://gpuopen.com/compute-product/codexl/ https://gpuopen.com/archive/gpu-perfstudio/
OpenGL http://docs.gl/ https://www.khronos.org/opengl/wiki/ http://www.opengl-tutorial.org/ https://learnopengl.com/ http://ogldev.atspace.co.uk/ http://nehe.gamedev.net/ https://open.gl/ https://paroj.github.io/gltut/index.html
DirectX http://www.rastertek.com/ http://www.directxtutorial.com/ https://msdn.microsoft.com/en-us/library/windows/desktop/dn899121(v=vs.85).aspx https://digitalerr0r.wordpress.com/2015/08/19/quickstart-directx-12-programming/ https://www.3dgep.com/
Vulkan https://vulkan-tutorial.com/ https://www.khronos.org/registry/vulkan/specs/1.2/html/vkspec.html https://vkguide.dev/ https://youtube.com/playlist?list=PL8327DO66nu9qYVKLDmdLW_84-yE4auCR https://github.com/SaschaWillems/Vulkan
Metal https://www.youtube.com/watch?v=PcA-VAybgIQ&list=PLEXt1-oJUa4BVgjZt9tK2MhV_DW7PVDsg
Game Engines https://google.github.io/filament/Filament.md.html https://sec.ch9.ms/ch9/e4db/22b970f5-4d3e-437c-bf77-317cd6fde4db/DotNetConfAndreiaGaita_high.mp4 https://github.com/shana/mono-embedding https://www.jacksondunstan.com/articles/3938 https://github.com/anydream/il2cpp https://github.com/mono/CppSharp https://github.com/Unity-Technologies/UnityCsReference https://youtube.com/c/GameEngineSeries
E-Books https://github.com/EbookFoundation/free-programming-books https://www.packtpub.com/packt/offers/free-learning General https://github.com/danistefanovic/build-your-own-x https://github.com/mr-mig/every-programmer-should-know https://ideone.com/ https://code.sololearn.com/
Programming Patterns http://gameprogrammingpatterns.com/ https://gafferongames.com/#posts https://refactoring.guru/design-patterns/catalog
Game Design https://www.youtube.com/user/McBacon1337 https://vitalzigns.itch.io/gdd
Math https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://www.youtube.com/playlist?list=PL7wAPgl1JVvUEb0dIygHzO4698tmcwLk9 https://ocw.mit.edu/courses/mathematics/18-06-linear-algebra-spring-2010/index.htm https://math.la.asu.edu/~surgent/video/ http://www.euclideanspace.com/ https://eater.net/quaternions
Build Configurators https://premake.github.io/docs/ https://ninja-build.org/ https://cmake.org/ https://mesonbuild.com/
Free Assets https://polyhaven.com/ https://www.wildtextures.com/ https://www.textures.com/ https://kenney.nl/ https://www.cgbookcase.com/textures https://ambientcg.com/ https://www.sharetextures.com/ https://noedle.com/ https://texture.ninja/ https://c4dcenter.com/material-library/
Rich Presences Visual Studio (2017): https://marketplace.visualstudio.com/items?itemName=swanzana.discord-rpc-vs Visual Studio (2019): https://marketplace.visualstudio.com/items?itemName=VisualDevelopment.drpcvs2019 Visual Studio Code: https://marketplace.visualstudio.com/items?itemName=icrawl.discord-vscode
Online Tools https://wandbox.org/ https://code2flow.com/app https://godbolt.org/ https://cppinsights.io/ https://youtu.be/b_WJ-HwalwU YouTube ACMSIGGRAPH SIGGRAPH University 2019 Course - An Introduction to Physics-Based ... Image https://www.youtube.com/watch?v=5j37DOD8q4U&list=PLTkE7n2CwG_PH09_q0Q7ttjqE2F9yGeM3&index=1 YouTube David Levin Physics-Based Animation Lecture 1 Image https://matthias-research.github.io/pages/tenMinutePhysics/index.html http://alextardif.com/LearningGraphics.html https://www.jendrikillner.com/post/d3d12-learning-plan/ https://graphics.pixar.com/usd/files/Siggraph2019_Hydra.pdf https://jo.dreggn.org/home/2010_atrous.pdf https://developer.nvidia.com/blog/rendering-in-real-time-with-spatiotemporal-blue-noise-textures-part-1/ https://people.cs.kuleuven.be/~philip.dutre/GI/ https://github.com/Graphics-Programming-Virtual-Meetup/resources#triangulated-line https://wwwtyro.net/2019/11/18/instanced-lines.html https://www.elsevier.com/books/high-dynamic-range-imaging/reinhard/978-0-12-374914-7 https://valdes.cc/articles/ch.html https://www.ppsloan.org/publications/StupidSH36.pdf http://www.cse.chalmers.se/~uffe/xjobb/Readings/GlobalIllumination/Spherical%20Harmonic%20Lighting%20-%20the%20gritty%20details.pdf https://gen-graphics.blogspot.com/2017/11/spherical-harmonics-in-graphics-brief.html https://simonstechblog.blogspot.com/2011/12/spherical-harmonic-lighting.html Lesley#3820 asks: VoxelSpace https://github.com/s-macke/VoxelSpace Lesley#3820 asks: Vulkan Pills 1: Bindless Textures https://jorenjoestar.github.io/post/vulkan_bindless_texture/ Lesley#3820 asks: Advanced Shading Techniques with Pixel Local Storage https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/advanced-shading-techniques-with-pixel-local-storage Lesley#3820 asks: Visual glBlendFunc + glBlendEquation Tool https://www.andersriggelsen.dk/glblendfunc.php Lesley#3820 asks: https://graphics.pixar.com/library/Compositing/paper.pdf Lesley#3820 asks: https://raphlinus.github.io/gpu/2021/11/17/prefix-sum-portable.html Thanks @deleted-user for suggestion Lesley#3820 asks: <vulkan-tutorial.com> Lesley#3820 asks: SIGGRAPH 2021 REAC: Unity Rendering Architecture https://www.youtube.com/watch?v=6LzcXPIWUbc Lesley#3820 asks: bitmap font renderer https://jmickle66666666.github.io/blog/techart/2019/12/18/bitmap-font-renderer.html Lesley#3820 asks: Improved Alpha-Tested Magnification for Vector Textures and Special Effects https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf Lesley#3820 asks: Refterm Lecture Part 1 - Philosophies of Optimization https://www.youtube.com/watch?v=pgoetgxecw8 Lesley#3820 asks: Learn the Vulkan API with C++ - Udemy https://www.udemy.com/course/learn-the-vulkan-api-with-cpp/ Lesley#3820 asks: Rendering text - babylon.js https://babylonjs.medium.com/rendering-text-bf3bc53f7c2e Lesley#3820 asks: Strange Attractors on the GPU series https://observablehq.com/@rreusser/strange-attractors-on-the-gpu-part-1?collection=@rreusser/writeups Lesley#3820 asks: gfx-rs/wgpu https://github.com/gfx-rs/wgpu Lesley#3820 asks: gfx-rs/wgpu-native https://github.com/gfx-rs/wgpu-native Lesley#3820 asks: WebGPU Shading Language https://www.w3.org/TR/WGSL/ Lesley#3820 asks: Streamlining Render Passes https://www.khronos.org/blog/streamlining-render-passes https://shahriyarshahrabi.medium.com/introduction-to-color-theory-for-games-art-and-tech-67bd4c8607d7 https://www.youtube.com/watch?v=Jkv0pbp0ckQ https://www.youtube.com/watch?v=R-T3Mk5oDHI https://www.construct.net/en/blogs/ashleys-blog-2/porting-webgl-shaders-webgpu-1576 https://twitter.com/gdb/status/1426413510460772359 https://twitter.com/brianpeiris/status/1426358750684880896 https://www.youtube.com/watch?v=Zm9B-DvwOgw https://www.youtube.com/watch?v=TK1Py9QpNz0&t=9s https://openai.com/blog/openai-codex/
- Grok {Shan, Shui}*: Advent of understanding the generative art
- Shan Shui Demo
- jb's recursive subdivision Album
- Inigo Quilez: palettes - 1999
- A tweet on Generative Art of different boxes
- Same person's generative art
- Christmas Decoration for Graphics Engineers
- jb's softbody simulation Tweet
- Another of jb's softbody simulation Tweet
- kajiya renderer
- ssgi.rs in kajiya Renderer
- nvidia-flip-cpp
- How to use VQGAN+CLIP to generate images from a text prompt. A complete, non-technical guide to go from beginner to expert. https://thebookofshaders.com/ https://en.wikipedia.org/wiki/Lissajous_curve https://www.khronos.org/blog/vulkan-subgroup-tutorial https://cis565-fall-2021.github.io/ https://acko.net/blog/frickin-shaders-with-frickin-laser-beams/ https://mobile.twitter.com/andrewcb/status/1471167682258952198 https://googleprojectzero.blogspot.com/2021/12/a-deep-dive-into-nso-zero-click.html?m=1 "Evolving Path of Exile's Renderer" - Watch Party https://youtu.be/whyJzrVEgVc (no vod this week)
Links from discussions Real time optical wave field propagation Alexander Sannikov's youtube channel Russian Language explanation of precomputed grass raytracing Path traced dispersion, area lighting Sparse voxel signed distance octree ray-guided GPU streaming Dear Imgui profiler widget GPU Gems Chapter 20. Texture Bombing The Universe Within Shadertoy Effect LiveCoding - The Universe Within - Part 1 Effects - Direct3D 11 HLSL Semantics Vanilla JavaScript Text Animation Tutorial The Chaos Game 3D IFS fractal renderer and editor Sierpinski Tetrahedron tutorial in IFSRenderer Markov Chains for Text Generation BCn-texture-compression-formats Slides for this week
Basis Universal texture compression format S3 texture compression - basis for BCn Basis Universal Developer Twitter Picture Coding Using Pseudo- Random Noise JuanDiegoMontoya's github pages page Things raytracing does gooder This weeks graphics programming newsletter Percentage-Closer Soft Shadows Renderman Archive Debugging renderer 3/n - assertions Unreal 4 custom bloom SacriFire town walkthrough Weta Digital IBL guide - video Evolving the Path of Exile renderer Atomontage - dynamic voxelization Atomontage - open beta launch
- Basics of physically-based rendering
- Physically Based Rendering in Filament
- Graphics Programming weekly - Issue 211 - November 28, 2021
- A quick breakdown of lighting in the restir-meets-surfe branch
- Tessellation-Free Displacement Mapping for Ray Tracing
- Lossless Image Compression in O(n) Time
- Denoising Sprite Fright
- Intel® Open Image Denoise
- Structured Volume Sampling Tweet
- Structured Volume Sampling Repository
- Structured Sampling Diagram
- Building a PS1 style retro 3D renderer
- Dithering on the GPU
- Forum thread about dithering
- jb's dither shader
- Shadowtoy: Blue Noise Dither
- Floating-point in mobile shaders
- Understanding BCn Texture Compression Formats
- Advent of Code 2021
- VoxelSpace
- Wikipedia: VistaPro
- Wikipedia: Terragen
- More Tricks of the Game-Programming Gurus/Book and Cd-Rom
- vk_mini_path_tracer
- Vulkan Pills 1: Bindless Textures
- Advanced Shading Techniques with Pixel Local Storage
- Visual glBlendFunc + glBlendEquation Tool
- Wikipedia: Alpha compositing
- Compositing Digital Images
- Pollinations
- Big Sleep
- Software Automatic Mouth - Tiny Speech Synthesizer
- Wikipedia: Dr. Sbaitso
- X-ray timelapse of fluid movement in plants, stop-motion animation, sensor teardown/repair https://diharaw.github.io/post/adventures_in_hybrid_rendering/ https://bxt.rs/blog/fast-half-life-video-recording-with-vulkan/
- Vulkan Guide repository all-chapters branch
- Vulkan Tutorial: Image View and Sampler
- SIGGRAPH 2021 REAC: Unity Rendering Architecture
- bitmap font renderer
- Improved Alpha-Tested Magnification for Vector Textures and Special Effects
- Refterm Lecture Part 1 - Philosophies of Optimization
- Rendering text - babylon.js
- Learn the Vulkan API with C++ - Udemy
- Strange Attractors on the GPU, Part 1: Implementation
- Strange Attractors on the GPU, Part 2: Fun!
- Learn wgpu
- Differential growth - Morphogenesis Resources
- Dawn, a WebGPU implementation
- gfx-rs/wgpu
- gfx-rs/wgpu-native
- WebGPU Shading Language
- twitter.com/OskSta
- 0xBAMA/WFC
- Algorithmic Redistricting: Elections made-to-order
- Air-tight vs. Vacuum-tight
- Streamlining Render Passes https://raphlinus.github.io/gpu/2021/11/17/prefix-sum-portable.html
- API without Secrets: The Practical Approach to Vulkan* - Part 1 (there is no part 2)
- pipeline_stall.png
- Vulkan Descriptor Indexing
- My personal hell of translating DXIL to SPIR-V – part 3
- vulkan-diagrams
- vulkan-diagrams/descriptor_sets.png
- Learning DirectX 12 – Lesson 2 – Rendering
- V-EZ
- NVRHI (NVIDIA Rendering Hardware Interface)
- WebGPU W3C Working Draft
- neural network racecars
- But what is a neural network? | Chapter 1, Deep learning
- jb's aiExperiments
- Adversarial Preprocessing: Understanding and Preventing Image-Scaling Attacks in Machine Learning
- Deconvolution and Checkerboard Artifacts
- Growing Neural Cellular Automata
- Graphics Programming weekly - Issue 208 - November 7, 2021
- How Computers Draw Weird Shapes
- Intro to Graphics 20 - Shadows & Reflections
- Discrete Differential Geometry - CMU 15-458/858
- Brain Implant Translates Paralyzed Man's Thoughts Into Text With 94% Accuracy
- From data to bot in minutes
- GPU Gem2: Chapter 14. Dynamic Ambient Occlusion and Indirect Lighting
- A Survey of Efficient Representations for Independent Unit Vectors
- Mahalanobis distance
- Multiscale Mean Estimator Data Page 26
- Twitter account of Natalya
- Real-Time Global Illumination using Precomputed Light Field Probes https://twitter.com/AndrewM_Webb/status/1404043485179744256
- PBRT v3 - Importance Sampling
- Introduction to Real Time Ray Tracing with Minecraft (Presented by Nvidia)
- Begin 0xBAMA 958 - from jb's ShaderToy
- VoxelSpace
- Youtube: voxelspace renderer explanation - by jb
- Youtube: watching paint dry - hydraulic erosion sim - by jb
- Simple Particle-Based Hydraulic Erosion
- Physarum Simulation - from jb's website
- physarum - Sage Jenson
- Simple Particle-Based Wind Erosion
- The Mystery of Why This Dangerous Sand Dune Swallowed a Boy
- Devil's_stovepipe
- Learning G-Code for a 3-axis CNC Router
- Voxels Command and Conquer Tiberian Sun
- Youtube: Hexplore (1998) - PC Gameplay / Win 10
- Sega Saturn Architecture
- Ycombinator comment on rendering technique that bladerunner uses
- TU Wien: Vulkan Lecture Series https://youtube.com/playlist?list=PLAOytOz0HZbLaWhVrGEge5_6dNCAzGFYH https://bgolus.medium.com/the-quest-for-very-wide-outlines-ba82ed442cd9 https://raphlinus.github.io/ui/graphics/gpu/2021/10/22/swapchain-frame-pacing.html https://www.youtube.com/watch?v=o1n02xKP138 https://www.copetti.org/writings/consoles/playstation-3/
- Vkguide all-chapters branch
- Fixing Time.deltaTime in Unity 2020.2 for smoother gameplay: What did it take?
- API without Secrets: The Practical Approach to Vulkan* - Part 1
- VoxelSpace
- Outerra
- Outerra: Maximizing Depth Buffer Range and Precision
- glClipControl - OpenGL Reference
- Depth Precision Visualized
- Slang
- Marat Isaw's Voxel Space SDL2 prototype - custom map
- Volumetric Clouds Resources List
- GPU Optimization for GameDev
- RETRO VOXEL ENGINE! // Code Review
- The Shader Permutation Problem - Part 1: How Did We Get Here?
- The Shader Permutation Problem - Part 2: How Do We Fix It?
- Frame Analysis - Control
- Twitter: @Njetchev
- AMD FidelityFX Super Resolution: the Digital Foundry interview
- Windows - Swift Forum
- CppCast: STLab Covered Chapter 3 of VkGuide (part 2) https://www.vkguide.dev/docs/chapter-3/triangle_mesh/
The minimum number of triangles per draw call
[PatrickPurcell's Vulkan Wrapper/Helper]https://github.com/dynamic-static/dynamic_static.vulkan)
Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists
Fluid Simulation Implemented in Compute shaders in Unity 3D
[FluidSim in a tweet](https://mobile.twitter.com/flockaroo/status/1445084638800760836 https://github.com/doxas/twigl)
Compute Shader Gravity Demo https://www.rastergrid.com/blog/gpu-tech/2021/10/multisampling-primer/ https://therealmjp.github.io/posts/shader-permutations-part1/ https://therealmjp.github.io/posts/shader-permutations-part2/ https://juandiegomontoya.github.io/particles.html https://juandiegomontoya.github.io/particles_ii.html QGIS -> blender tutorial FastNoise2 World Machine JB's Erosion project Jaker's Ludum Dare 49 entry Free course on Discrete Differential Geometry Discrete Differential Geometry Youtube course Computer Graphics Youtube course S3 Texture Compression wiki page Understanding bcn texture compression formats Creative Use of GPU Fixed-Function Hardware Gentle introduction to GPUs inner workings Finishing the second half of Chapter 1 in https://vkguide.dev/
Leslie's Shader Complication CMake Code Example Usage of said code
Ludum Dare 49 Appearance Driven Automatic 3D - Fancy Mesh Decimation using Differentiable Rendering Differentiable Rendering Survey from 2006 Command Buffer LIfecycle reference VkQueueFamilyProperties More info about Vulkan Extensions AMD Adds their own best practices to the Best Practices layer Nanite in detail Distance Estimator Compendium Wavefront formulation raytracing Compute Shader Glossary Vulkan Subgroup tutorial. AKA wavefronts Free large graphics scene samples shadertoy smoothstep demo The Book of Shaders UE4 Custom Lens Flare Twitter thread of the author of UE4 Custom Lens Flare Twitter of Stephan Mangiat, Visual Music Artist This weeks graphics programming weekly newsletter JPEG post-processing effect for #Unity3D Nvidia's article on Variable Rate Shading Compile time 'game' in C++17 https://bottosson.github.io/misc/colorpicker/#f3afff https://twitter.com/floatvoid/status/1201710477274800134 Bitfont Glyph Parsing + Use in Voraldo Slides
Automated testing of a ray tracer Octohedral Imposters Real-time Realistic Rendering and Lighting of Forests [Video demonstration of Real-time Realistic Rendering and Lighting of Forests] (https://hal.inria.fr/hal-00650120/file/article.pdf) 3d graphics rendering cookbook Global Illumination based on Surfels Dynamic Ambient Occlusion and Indirect Lighting Slides for this week GPU Driven Rendering Stylelized grass GL Test Renderer Classic Video game model viewer https://github.com/3b1b/manim http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.115.1646&rep=rep1&type=pdf https://github.com/CampbellOwen/OneBitRender/blob/master/src/rasterizer.cpp https://github.com/Diamond-D0gs/Rasterizer-V3 http://filmicworlds.com/blog/visibility-buffer-rendering-with-material-graphs/ https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/ http://www.aclockworkberry.com/shader-derivative-functions/ https://momentsingraphics.de/ToyRenderer4RayTracing.html https://github.com/microsoft/DirectXMath/ https://eater.net/8bit/ (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 (3D Rasterization: A Bridge between Rasterization and Ray Casting) https://cg.ivd.kit.edu/publications/p2012/3dr/gi2012.pdf (The repository for my rasterizer) https://github.com/Diamond-D0gs/Rasterizer-V3 http://advances.realtimerendering.com/s2021/index.html, https://twitter.com/BrianKaris/status/1415853522755612674 https://jbaker.graphics/writings/sdf_path.html
http://phildec.users.sourceforge.net/Research/VolumetricBillboards.php
http://media.lolrus.mediamolecule.com/AlexEvans_SIGGRAPH-2015.pdf
https://www.museth.org/Ken/Publications_files/Museth_SIG17.pdf
https://www.boristhebrave.com/content/2018/04/dc_tee_comparison.svg
https://www.adobe.com/ca/products/medium.html
https://www.mediamolecule.com/blog/article/siggraph_2015
https://github.com/CampbellOwen/OneBitRender/blob/master/src/rasterizer.cpp
- GP Weekly Newsletter issue 189
- How to test graphics algorithms
- ReSTIR - Spatiotemporal Importance Resampling for Many-Light Ray Tracing
- iOS shader graph app
- EA Seed: Hyperion Renderer Assets "Lumen | Inside Unreal | Watch Party"
- Magica CSG
- MagicaCSG reddit
- The Distance Estimator Compendium
- Supporting Native HDR Monitors - OurMachinery
- [Distributing Monte Carlo Errors as a Blue Noise in Screen Space] (https://hal.archives-ouvertes.fr/hal-02158423/file/blueNoiseTemporal2019_slides.pdf)
- Graphics Black Book
- Graphics Black Book source
- Pico-8 virtul console
- Playdate console
- Playdate has FPU but not NEON (simd)
- Alone in the Dark 1992
- Ecstatica (1994) MS-DOS PC Game Playthrough
- [Comanche Voxel games]https://en.m.wikipedia.org/wiki/Comanche_(video_game_series))
- Outcast video game
- Hexplore (1998) - PC Gameplay
- ‘Earth to Ned’ uses real-time digital puppetry for final-pixel TV
- C++ Neural Network in a Weekend
- A deep dive into shooting ‘Speed’s’ miniature L.A. Metro scenes
- Tiny Renderer Head Render 1
- Tiny Renderer Head Render 2
- Splatoon Rendering Rundown (translated) Crash Course in BRDF Implementation: Part 2:
- BRDF
- [Filament PBR Renderer]((https://google.github.io/filament/Filament.html)
- Table of Index of Refraction in common materials
- Code sample for Crash Course in BRDE
- Disney BRDF Explorer
- BRDF Visualizer
- PBR Diffuse Lighting for GGX + Smith Microsurfaces
- Comparison of Diffuse BRDF's in previous slide
- Introduction to Real Time Ray Tracing with Minecraft (Presented by Nvidia)
- Volrado 1.2
- Coding Adventure: Clouds
- Real time Volumetrics in Horizon Zero Dawn
- Real time Volumetrics in Horizon Zero Dawn - HD slide deck
- FMX2017 Technical Directing Special: Real-time Volumetric Cloud Rendering
- Enhancing Photorealism Enhancement with scenes from GTAV
- High quality 3D Scans of sculptures - mesh only
- List of test models
- Causal Effects list of 3d models & scenes
- 32 3d scenes Crash Course in BRDF Impllementation: Part 1 Crash Course in BRDF Implementation Crash Course in BRDF Implementation - title page The Distance Estimator Compendium (DEC) Orbit Traps in fractal distance estimators SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production Unreal Lumen Technical Details Compute shader glossary Lecture 18: The Rendering Equation - slides Graphics Programming weekly list vk_toon_shader The Quest for Very Wide Outlines Basis - DEFAME | 4k Eurorack modular synthesizer -Unreal Nanite Documentation -A Macro view of Nanite -GPU Driven Rendering Pipelines, Siggraph 2015 -The Filtered and Culled Visibility Buffer -Efficient Shadows from Many Lights https://efficientshading.com/wp-content/uploads/s2015_shadows.pdf
-
STBVH: A Spatial-Temporal BVH for Efficient Multi-Segment Motion Blur
-
Minecraft NEW Ray Tracing RTX Mode Hands-On And Tested In Depth!
-
A trip down the graphics pipeline: the homogeneous perspective transform
-
3D Rasterization: A Bridge between Rasterization and Ray Casting
-
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
-
Dialogue on Behance https://twitter.com/CasualEffects/status/1384189779311403014
-
Rendering large 3D tilemaps with a single draw call at 3000 FPS
-
Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes
-
[UCSD course] (https://www.edx.org/course/computer-graphics-2)
-
[Signal Processing Courses] (https://www.edx.org/search?q=signal%2520processing)
-
[Wikipedia - Moire Patterns] (https://en.wikipedia.org/wiki/Moir%C3%A9_pattern)
-
[Gamedev Pronunciation Guide] (https://www.alanzucconi.com/2021/01/11/gamedev-pronunciation-guide/)
-
Pseudo-bandlimited pixel art filtering in 3D – a mathematical derivation
-
PlenOctrees For Real-time Rendering of Neural Radiance Fields
-
Video - This equation will change how you see the world (the logistic map)
-
Computational Graphics Pronunciation Guide https://en.wikipedia.org/wiki/Ziggurat_algorithm [Box Muller Transform] (https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform) [Magic in the Loader] (https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#icd-dispatchable-object-creation)
-
A Better Default Colormap for Matplotlib | SciPy 2015 | Nathaniel Smith and Stéfan van der Walt
-
Real-Time Geometric Glint Anti-Aliasing with Normal Map Filtering
-
[video] Adding Shadow Casting to Grass Baked with Compute Shaders
-
Distributing Monte Carlo errors as Blue Noise in Screen Space, Part 1 - Theory and Sorting
-
Which color scale to use when visualizing data [Tonight's Presentation] https://www.activision.com/cdn/research/Raytraced_Shadows_in_Call_of_Duty_Modern_Warfare.pdf - [the presentation slides] https://www.youtube.com/watch?v=VXp-HEAw-l4 - [Michał Olejnik - Raytraced Shadows in Call of Duty: Modern Warfare video presentation]
[Authors] https://twitter.com/PawPawDH https://twitter.com/olej3d
https://www.eurogamer.net/articles/digitalfoundry-2020-call-of-duty-modern-warfare-warzone-tech-deep-dive https://www.youtube.com/watch?v=Q1cuuepVNoY - [Introduction to DirectX Raytracing class] https://www.khronos.org/assets/uploads/developers/library/2020-khronos-spring/Vulkan-Ray-Tracing-Launch-Mar20.pdf - [about BVH construction] https://www.jendrikillner.com/post/graphics-programming-weekly-issue-174/ - [Jendrik Weekly 174] https://raphlinus.github.io/curves/2021/03/11/bezier-fitting.html - [Fitting cubic Bézier curves] http://www.elopezr.com/the-rendering-of-jurassic-world-evolution/ - [Jurrassic World: Evolution Frame Analysis] https://shadered.org/blog?id=7 - [SHADERed Debugging Features] https://kusma.xyz/blog/2021/03/10/d3d12-upstreaming.html - [OpenGL on DirectX] https://agraphicsguynotes.com/posts/making_a_shading_lagnauge_for_my_offline_renderer/ - [SORT Shading Language] https://github.com/AcademySoftwareFoundation/OpenShadingLanguage - [OpenShadingLanguage] https://shadertoyunofficial.wordpress.com/2021/03/09/advanced-tricks/ - [ShaderToy Advanced Tricks] https://gamemath.com/ - [3D Math Primer for Graphics and Game Development Book available online for free] https://web.archive.org/web/20190224074926/https://peach.blender.org/2008/01/approximate-ambient-occlusion/ - [spherical harmonics for ambient occlusion] https://lodev.org/cgtutor/fire.html - [old style fire effect tutorial] https://fabiensanglard.net/another_world_polygons/index.html - [The Polygons of Another World] https://en.wikipedia.org/wiki/Hackers:_Heroes_of_the_Computer_Revolution - [Hackers] https://en.wikipedia.org/wiki/Open_Letter_to_Hobbyists - [Bill Gates Open Letter to Hobbyists] https://www.goodreads.com/book/show/7090.The_Soul_of_a_New_Machine - [Soul of a New Machine] https://www.cs.purdue.edu/cgvlab/papers/popescu/2020IEEEVRFeatureGuidedPathRedirectionPopescu.pdf - [Feature Guided Path Redirection for VR]
[Age of Empires] https://arstechnica.com/gaming/2018/01/the-age-of-age-of-empires-as-told-by-the-devs-who-built-it/ https://www.shacknews.com/article/120300/bet-on-black-how-microsoft-and-xbox-changed-pop-culture-part-1?page=6#detail-view
[Yedoma Globula] https://bananaft.itch.io/yedomaglobula
[Signal Processing Discussion] [But what is the Fourier Transform? A visual introduction] https://www.youtube.com/watch?v=spUNpyF58BY
https://www.reddit.com/r/GraphicsProgramming/comments/m19ith/explain_to_me_like_i_am_5_using_spherical/ - [Spherical Harmonics]
[Nyquist-Shannon; The Backbone of Digital Sound] https://www.youtube.com/watch?v=pWjdWCePgvA
[Later Boat Game/Naval stuff] https://www.dreadnoughts.ultimateadmiral.com/ - [Ultimate Admiral Dreadnought] https://www.youtube.com/channel/UC4mftUX7apmV1vsVXZh7RTw - [Naval Historian Channel] https://graphics.stanford.edu/courses/cs448-05-winter/papers/nicodemus-brdf-nist.pdf http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S10/papers/lafortune94.pdf
- Embergen
- Graphics Programming weekly - Issue 173 — March 7, 2021
- Ray Traversal of OpenVDB Frustum Grids
- New game changing Vulkan extensions for mobile: Timeline Semaphores
- Vulkan SDK Offers Developers a Smooth Transition Path to Synchronization2
- Computing gradients on grids of pixels and voxels – forward, central, and… diagonal differences
- FXAA Fast approXimate Anti-Aliasing
- Nioh 2 DLSS Analysis: AI Upscaling's Toughest Test Yet?
- DLSS On 240p Video Games Is Some Witchcraft
- GDC 2017 PBR Diffuse Lighting for GGX+Smith Microsurfaces
- FidelityFX
- Physically Based Shading at Disney
- Nested Dielectrics
- Deriving Lambertian BRDF from first principles https://agraphicsguy.wordpress.com/2018/07/18/sampling-anisotropic-microfacet-brdf/
- PCG, A Family of Better Random Number Generators
- Hash Functions for GPU Rendering
- noise blur comparison
- Generating Blue Noise Sample Points With Mitchell’s Best Candidate Algorithm
- Shadertoy- Blue Noise Generator
- Graphics Programming weekly - Issue 172
- The CRYENGINE Rendering Pipeline
- Experimenting with Shader Graph: Doing more with less
- Shaders For Game Devs
- Moving The Machinery to Bindless
- Per-Texel Deferred Lighting
- 3D Game Shaders For Beginners
- Wavefront Path Tracing
- Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
- Ray Tracing Gems
- Halcyon Architecture “Director’s Cut”
- Moving Frostbite to Physically Based Rendering 3.0
- Shadertoy: Rapidly Evolving Fluid
- Voraldo 1.2 Gallery
- Graphics Programming weekly - Issue 171 — February 21, 2021
- Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset
- second tech art thread on the stylized rendering of “Dungeons of #Hinterberg”
- Temporally Reliable Motion Vectors for Real-time Ray Tracing
- More (Robust) Frustum Culling
- Minnaert For People Who Don't Know How To Minnaert
- Vulkan Memory Types on PC and How to Use Them
- VK_KHR_synchronization2
- Tuxedo Labs Teardown Technical Teardown - Twitch vod 26/11
- Haskell in industry
- filament
- Physically Based Rendering in Filament
- learnopengl.com/PBR/Theory
- Everything (or most things) wrong with learnopengl.com/PBR/Theory
- Basic Theory of Physically-Based Rendering
- Texturing and Rendering Glass with Ray Tracing in Toolbag 4
- Why the bottles in Half-Life: Alyx look so dang good
- VK_KHR_ray_query Manual Page
- Ray Tracing in Vulkan
- Vulkan® 1.2.170 - A Specification 37. Ray Traversal
- nvpro-samples
- Graphics Programming Weekly Issue 170
- Real-Time Physically Based Rendering and BRDFs
- Implementing Disney Principled BRDF in Arnold
- Rate-distortion optimization
- openVDB
- Linear Interpolation
- Pixels? Triangles? What’s the difference? — How (I think) Nanite renderes a demo with 10¹¹ tris
- Twitter thread on Graphics jobs
- Machine Learning Denoising
- Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination
- Neural Stanford Bunny (5kb)
- Writing a SIGGRAPH paper (for fun)
- Slug font rendering library
You can find the old links at https://github.com/LesleyLai/gpvm-meeting-notes https://www.reddit.com/r/GraphicsProgramming/comments/lbq0uj/computer_graphics_from_scratch_now_as_a_real_book/ vulkan-diagrams
- Vulkan Shader Resource Binding
- Dawn, a WebGPU implementation
- SPIRV-Reflect
- Graphics Programming weekly - Issue 168
- Introduction to Computer Graphics
- Wrapping around the uv map in 80 frames
- Yet Another Julia Set
- Klein
- babylonjs
- Lost amongst the rocks https://twitter.com/cem_yuksel/status/1355692959065276416 -Realtime Photon Mapping
- Lecture 33 Probabilistic Programming
- The Design and Implementation of Probabilistic Programming Languages
- IBM 9121 Mainframe CPU Teardown, TCM & MCM ES/9000
- "Hackers: Heroes of the Computer Revolution"
- Graphics Programming weekly - Issue 167 — January 24, 2021
- Rendering dunes terrain in WebGL
- Simple Particle-Based Wind Erosion
- Organic Variety
- A Survey of Temporal Antialiasing Techniques
- NVIDIA RTX Voice: Setup Guide
- NoiseTorch
- Yet another blog explaining Vulkan synchronization
- CppCon 2018: Mark Elendt “Patterns and Techniques Used in the Houdini 3D Graphics Application ”
- Voxel Automata Terrian
- Inigo Quilez's website
- Raymarching distance fields
- Painting a Selfie Girl, with Maths
- A Neural Network Playground
- Shadertoy
- GCN Execution Patterns in Full Screen Passes
- Voraldo v1.1 An Interactive Volume Editor
- Intro to Compute Shaders
- Practical Deep Learning for Coders
- Two minutes papers: Differentiable Rendering is Amazing!
- Differentiable Vector Graphics Rasterization for Editing and Learning
- DiffTaichi: Differentiable Programming for Physical Simulation (ICLR 2020)
- Introducing ‘DiffTaichi’ — A Differentiable Programming Language Tailored for Physical Simulation
- Taichi: A Language for High-Performance Computation on Spatially Sparse Data Structures
- Alain Camera Setup
- Planet Sculptor
- Simulated worlds are like onions
- Computer Graphics (CMU 15-462/662)
- Affinity Designer
- The Graphics Codex
- Intro to Sound Programming
- Renderdoc
- Graphics Debugging Khronos Official:
- Vulkan Website - https://www.vulkan.org/
- Vulkan API Reference - https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/
- Vulkan Specification - https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/index.html
- Vulkan-Headers (C & C++) - https://github.com/KhronosGroup/Vulkan-Headers
- Vulkan-Docs (specification) - https://github.com/KhronosGroup/Vulkan-Docs
- Vulkan-Guide - https://github.com/KhronosGroup/Vulkan-Guide
- Vulkan Youtube Channel - https://youtube.com/c/vulkan
- Vulkan-ValidationLayers - https://github.com/KhronosGroup/Vulkan-ValidationLayers
- MoltenVK - https://github.com/KhronosGroup/MoltenVK/
Vulkan SDK
- (Desktop) SDK Download - https://vulkan.lunarg.com/
- (Desktop) SDK Documentation - https://vulkan.lunarg.com/doc/sdk/latest/windows/getting_started.html
Samples Khronos Group's Vulkan samples : https://github.com/KhronosGroup/Vulkan-Samples SaschaWillems' examples : https://github.com/SaschaWillems/Vulkan
Shader & SPIR-V Libraries:
- GLSL Spec 4.60 - https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.html
- glslang (glsl) - https://github.com/KhronosGroup/glslang
- shaderc (glsl) - https://github.com/google/shaderc
- DirectXShaderCompiler (hlsl) - https://github.com/microsoft/DirectXShaderCompiler
- SPIRV-Reflect - https://github.com/KhronosGroup/SPIRV-Reflect
- SPIRV-Cross - https://github.com/KhronosGroup/SPIRV-Cross
- SPIRV-Tools - https://github.com/KhronosGroup/SPIRV-Tools
Vulkan Hardware Database https://vulkan.gpuinfo.org/
Windowing Libraries:
Useful Vulkan Libraries**:
- VulkanMemoryAllocator (VMA) - https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
- Volk (function loader) - https://github.com/zeux/volk
- vk-bootstrap - https://github.com/charles-lunarg/vk-bootstrap Blogs TheMaister https://themaister.net/blog/
Sascha Willems https://www.saschawillems.de/tags/vulkan/ Tools
- Renderdoc - https://github.com/baldurk/renderdoc
- Nsight (NVidia) - https://developer.nvidia.com/nsight-visual-studio-edition
- Radeon GPU Profiler (AMD) - https://gpuopen.com/rgp/
- Shader Debug Printf - https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob/master/docs/debug_printf.md Helpful Articles
- Compute Shader Glossary - https://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md
- Vulkan & Dx12 shader resources chart - https://antiagainst.github.io/post/hlsl-for-vulkan-resources/
General Renderer Design Writing an Efficient Vulkan Renderer - https://zeux.io/2020/02/27/writing-an-efficient-vulkan-renderer/
Memory management AMD's VulkanMemoryAllocator - https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator Kyle Halladay's A Simple Device Memory Allocator For Vulkan - http://kylehalladay.com/blog/tutorial/2017/12/13/Custom-Allocators-Vulkan.html CPP-Rendering's Vulkan Memory Management : How to write your own allocator - https://cpp-rendering.io/vulkan-memory-management-2/ Nvidia's Vulkan Memory Management - https://developer.nvidia.com/vulkan-memory-management
Synchronization TheMaister's Yet another blog explaining Vulkan synchronization - https://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/ Khronos Group's Understanding Vulkan Synchronization - https://www.khronos.org/blog/understanding-vulkan-synchronization Timeline Semaphores - https://www.khronos.org/blog/vulkan-timeline-semaphores
Bindless / Descriptor indexing Vulkan Descriptor Indexing for Mobile - https://community.arm.com/developer/tools-software/graphics/b/blog/posts/vulkan-descriptor-indexing Khronos Talk on Descriptor Indexing - https://www.youtube.com/watch?v=tXipcoeuNh4 OurMachinery's Moving The Machinery to Bindless - https://ourmachinery.com/post/moving-the-machinery-to-bindless/Memory 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/
Compute Vulkan Subgroup Tutorial - https://www.khronos.org/blog/vulkan-subgroup-tutorial BEGINNERS RESOURCES
How to learn vulkan - meta guide for framing how you learn https://www.jeremyong.com/c++/vulkan/graphics/rendering/2018/03/26/how-to-learn-vulkan/
General Vulkan Guide - like an FAQ https://github.com/KhronosGroup/Vulkan-Guide
Tutorials https://vkguide.dev/ https://vulkan-tutorial.com/ https://software.intel.com/content/www/us/en/develop/articles/api-without-secrets-introduction-to-vulkan-preface.html http://web.engr.oregonstate.edu/~mjb/vulkan/ https://marcelbraghetto.github.io/a-simple-triangle/ https://alain.xyz/blog/raw-vulkan
Vulkan in 30 minutes -- quick rundown of vulkan for the uninitiated https://renderdoc.org/vulkan-in-30-minutes.html
Vulkan Resources List Super page of links https://github.com/vinjn/awesome-vulkan
Compute specific https://github.com/SaschaWillems/Vulkan#compute-shader https://nvpro-samples.github.io/vk_mini_path_tracer General Computer Graphics LearnOpenGL - https://learnopengl.com/ Catlikecoding - https://catlikecoding.com/ Book Of Shaders - https://thebookofshaders.com/
Normal Mapping - https://www.gamasutra.com/blogs/RobertBasler/20131122/205462/Three_Normal_Mapping_Techniques_Explained_For_the_Mathematically_Uninclined.php?print=1 Shader Derivative Functions (useful for normals) - http://www.aclockworkberry.com/shader-derivative-functions/
Compute Glossary - https://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md
Guide on writing a (C++) Vector Math Library - https://www.reedbeta.com/blog/on-vector-math-libraries/ YouTube Channels & Videos TU Wien Computer Graphics Vulkan Lecture Series https://www.youtube.com/playlist?list=PLmIqTlJ6KsE1Jx5HV4sd2jOe3V1KMHHgn
Brendan Galea - https://www.youtube.com/channel/UC9pXmjxsQHeFH9vgCeRsHcw
Arseny Kapoulkine Engine Series - https://www.youtube.com/watch?v=BR2my8OE1Sc&list=PL0JVLUVCkk-l7CWCn3-cdftR0oajugYvd&index=1 Best Practices Guides -- Desktop -- AMD - https://gpuopen.com/performance/ Intel - https://software.intel.com/content/www/us/en/develop/articles/developer-and-optimization-guide-for-intel-processor-graphics-gen11-api.html Nvidia - https://developer.nvidia.com/blog/vulkan-dos-donts/
-- Mobile -- ARM - https://developer.arm.com/solutions/graphics-and-gaming/developer-guides/advanced-guides/mali-gpu-best-practices ARM FAQ - https://community.arm.com/developer/tools-software/graphics/b/blog/posts/vulkan-best-practices-frequently-asked-questions-part-1 Qualcomm - https://developer.qualcomm.com/docs/adreno-gpu/developer-guide/gpu/gpu.html
-- Raytracing -- https://developer.nvidia.com/blog/best-practices-using-nvidia-rtx-ray-tracing/ https://developer.nvidia.com/blog/rtx-best-practices/ https://gpuopen.com/performance/#raytracing Raytracing Extended Samples https://github.com/KhronosGroup/Vulkan-Samples/tree/master/samples/extensions/raytracing_extended
Nvidia vk_mini_path_tracer https://nvpro-samples.github.io/vk_mini_path_tracer/index.html https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/ Day 1 Training - Ensure Correct Vulkan Synchronization by Using Synchronization Validation: https://www.youtube.com/watch?v=JvAIdtAZnAw Day 1 Training - Building a Vulkan Layer in Symbiose Within the Vulkan Ecosystem: https://www.youtube.com/watch?v=TTc7FDXg3h4 Day 2 Talks and Ask the Experts - https://www.youtube.com/watch?v=0zCxpMS7ul0 Vulkanised Quick Links - https://www.khronos.org/developers/linkto/vulkanised-quick-links Vulkanised 2021 Q&A Summary - https://www.khronos.org/developers/linkto/vulkanised-2021-qa-summary Vulkanised Presentations - https://www.khronos.org/events/vulkanised-2021 https://youtu.be/ENOh4KLGJxY https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/ https://developer.nvidia.com/blog/rendering-in-real-time-with-spatiotemporal-blue-noise-textures-part-1/ Rendering Point Clouds with Compute Shaders and Vertex Order Optimization https://www.cg.tuwien.ac.at/research/publications/2021/SCHUETZ-2021-PCC/SCHUETZ-2021-PCC-paper.pdf https://docs.google.com/presentation/d/1LlmUR0Uoh4dgT3DjanLjhlXrk_5W2nJBDqDAMbhe8v8/edit#slide=id.gc07f32a42d_0_17) //tunnel to your local host https://ngrok.io/ https://www.youtube.com/watch?v=2GYXuM10riw https://www.youtube.com/watch?v=Uea9Wq1XdA4 https://youtu.be/0TzgFwDmbGg https://youtu.be/eviSykqSUUw?list=PLabw4gCouThkLIavA-dn4QDmJ_3tqH4LK https://castingrays.blogspot.com/2014/01/voxel-rendering-using-discrete-ray.html https://old.reddit.com/r/VoxelGameDev/comments/qfbbo2/im_working_on_combining_3d_audio_with_raytracing/ https://github.com/DavidWilliams81/cubiquity https://github.com/isl-org/Open3D https://www.youtube.com/watch?v=CskxkIepX6Y https://github.com/recp/gpu https://github.com/czq142857/NDC https://github.com/msqrt/shader-printf https://github.com/ashima/webgl-noise/wiki https://www.youtube.com/watch?v=tI70-HIc5ro https://youtu.be/fOV7I-nmVXw https://youtu.be/ARYP83yNAWk http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1947r0.pdf http://exceptionsafecode.com/slides/esc.pdf https://youtu.be/yG4ChOPyC-4 https://gist.github.com/MrSmith33/f210a7cbd79f6c5446a93dd044ec371e https://www.gamasutra.com/blogs/MatthieuDelaere/20210809/386278/Introduction_to_Caching_Shading_Information_in_World_Space_using_Implicit_Progressive_Low_Discrepancy_Point_Sets.php http://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf https://medium.com/@bromanz/axis-aligned-bounding-tetrahedra-and-octahedra-for-ray-tracing-bounding-volume-hierarchies-683751d84bca https://www.reddit.com/r/nvidia/comments/oneed1/nvidia_publicly_released_general_version_of_dlss/?utm_medium=android_app&utm_source=share https://mattgemmell.com/what-have-you-tried/ https://rauwendaal.net/2014/06/14/rendering-a-screen-covering-triangle-in-opengl/ http://simonrodriguez.fr/dragon/ https://raytracing.github.io/books/RayTracingInOneWeekend.html https://learnopengl.com/ https://casual-effects.com/data/# http://graphics-programming.org/resources/ https://www.realtimerendering.com/intersections.html https://graphicscompendium.com/index.html https://people.cs.kuleuven.be/~philip.dutre/GI/ https://casual-effects.com/data/ http://igorsklyar.com/system/documents/papers/4/fiscourse.comp.pdf https://chrisbrejon.com/cg-cinematography/chapter-1-5-academy-color-encoding-system-aces/ https://www.youtube.com/watch?v=UgaQCg-0ZoU&ab_channel=CppCon DirectX 11: https://www.3dgep.com/introduction-to-directx-11/ DirectX 12: https://www.3dgep.com/category/graphics-programming/directx/directx-12/ https://gafferongames.com/post/fix_your_timestep/ https://nvpro-samples.github.io/vk_mini_path_tracer/ https://lettier.github.io/3d-game-shaders-for-beginners/index.html https://ourmachinery.com/post/a-debugging-story/ https://www.cl.cam.ac.uk/teaching/1819/FGraphics/Further%20Graphics%202018-2019%20(6-up).pdf https://www.youtube.com/watch?v=45MIykWJ-C4 https://www.youtube.com/c/BrendanGalea/videos https://www.youtube.com/watch?v=hRL56gXqj-4&list=PLU2nPsAdxKWQYxkmQ3TdbLsyc1l2j25XM https://www.youtube.com/watch?v=dHPuU-DJoBM&list=PLv8Ddw9K0JPg1BEO-RS-0MYs423cvLVtj https://www.youtube.com/playlist?list=PLqCJpWy5Fohd3S7ICFXwUomYW0Wv67pDD https://computergraphics.stackexchange.com/questions/12273/gimbal-lock-confusion/12275#12275 https://youtu.be/Idlv83CxP-8 https://github.com/QianMo/Real-Time-Rendering-4th-Bibliography-Collection https://matlib.gpuopen.com/main/materials/all?s=09 (its by GPU open) thx (@rtarun) https://github.com/kevinmoran/BeginnerDirect3D11 https://www.braynzarsoft.net/viewtutorial/q16390-braynzar-soft-directx-11-tutorials