The Future of RealTimeRendring?
http://openproblems.realtimerendering.com/
Physical Based Rendering
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
http://renderwonk.com/publications/s2010-shading-course/
http://blog.selfshadow.com/publications/s2012-shading-course/
http://blog.selfshadow.com/publications/s2013-shading-course/
http://blog.selfshadow.com/publications/s2014-shading-course/
http://blog.selfshadow.com/
http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
https://sites.google.com/site/isrendering/
https://www.allegorithmic.com/pbr-guide
https://www.cg.tuwien.ac.at/courses/Rendering/VU.SS2018.html
Shader Reverse
http://timjones.io/blog/archive/2015/09/02/parsing-direct3d-shader-bytecode
https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/
https://learnopengl.com/#!PBR/Theory
Parallel
http://www.multithreadingandvfx.org/course_notes/
https://code.msdn.microsoft.com/ParExtSamples
https://msdn.microsoft.com/en-us/vstudio/bb964701
http://www.drdobbs.com/tools/the-intel-threading-building-blocks-flow/231900177
GPU RayTracing
KD-Tree Acceleration Structures for a GPU Raytracer
Real-Time KD-Tree Construction on Graphics Hardware
Efficient-sparse-voxel-octrees
Interactive Indirect Illumination Using Voxel Cone Tracing
Understanding the Efficiency of Ray Traversal on GPUs with the old one
An Efficient and Robust Ray–Box Intersection Algorithm
Ray Tracing
http://www.raytracegroundup.com/
https://www.siggraph.org/education/materials/HyperGraph/raytrace/rtrace0.htm
http://gamedev.stackexchange.com/questions/67719/how-do-raymarch-shaders-work
A Practical Guide to Global Illumination using Photon Mapping
Ray Marching
http://blog.hvidtfeldts.net/
http://iquilezles.org/
http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
http://9bitscience.blogspot.tw/2013/07/raymarching-distance-fields_14.html
http://www.pouet.net/topic.php?which=8177&page=1
https://www.shadertoy.com/view/XllGW4
http://d.hatena.ne.jp/hanecci/20131005/p1
http://gamedev.stackexchange.com/questions/67719/how-do-raymarch-shaders-work
http://www.tevs.eu/project_i3d08.html
https://flafla2.github.io/2016/10/01/raymarching.html
http://http.download.nvidia.com/developer/presentations/2005/GDC/Sponsored_Day/GDC_2005_VolumeRenderingForGames.pdf
https://kosmonautblog.wordpress.com/2017/05/01/signed-distance-field-rendering-journey-pt-1/
http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
Voxel Based Rendering
http://on-demand.gputechconf.com/gtc/2014/presentations/S4552-rt-voxel-based-global-illumination-gpus.pdf
http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html
https://developer.nvidia.com/content/basics-gpu-voxelization
http://www.alexandre-pestana.com/voxelization-using-gpu-hardware-rasterizer/
Volume Rendering
https://area.autodesk.com/blogs/game-dev-blog/volumetric-clouds/
http://bitsquid.blogspot.com/2016/07/volumetric-clouds.html
http://magnuswrenninge.com/publications
https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
https://www.alanzucconi.com/2016/07/01/volumetric-rendering/
http://www.real-time-volume-graphics.org/?page_id=28
Advanced Illumination Techniques for GPU-Based Volume Raycasting
Software Rendering Pipeline
http://blogs.msdn.com/b/davrous/archive/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typescript-or-javascript.aspx
- High-Performance Software Rasterization on GPUs
- Paper (HPG 2011): http://www.tml.tkk.fi/~samuli/publications/laine2011hpg_paper.pdf
- Code: http://code.google.com/p/cudaraster/ Note that looking over this code for reference with regard to the paper is fine, but we most likely will not grant any requests to actually incorporate any of this code into your project.
- Slides: http://bps11.idav.ucdavis.edu/talks/08-gpuSoftwareRasterLaineAndPantaleoni-BPS2011.pdf
- The Direct3D 10 System (SIGGRAPH 2006) - for those interested in doing geometry shaders and transform feedback.
- http://133.11.9.3/~takeo/course/2006/media/papers/Direct3D10_siggraph2006.pdf
- Multi-Fragment Effects on the GPU using the k-Buffer - for those who want to do a k-buffer
- http://www.inf.ufrgs.br/~comba/papers/2007/kbuffer_preprint.pdf
- FreePipe: A Programmable, Parallel Rendering Architecture for Efficient Multi-Fragment Effects (I3D 2010)
- https://sites.google.com/site/hmcen0921/cudarasterizer
- Writing A Software Rasterizer In Javascript:
- Part 1: http://simonstechblog.blogspot.com/2012/04/software-rasterizer-part-1.html
- Part 2: http://simonstechblog.blogspot.com/2012/04/software-rasterizer-part-2.html
- http://www.scratchapixel.com/
- RYG BLOG https://fgiesen.wordpress.com/category/graphics-pipeline/
- http://gamedev.stackexchange.com/questions/17571/how-is-software-rendering-done
- http://chrishecker.com/Miscellaneous_Technical_Articles
- https://www.doc.ic.ac.uk/~dfg/graphics/graphics2010/GraphicsSlides08.pdf
- http://joshbeam.com/articles/triangle_rasterization/
- https://www.gamedev.net/forums/topic/673753-implement-graphics-pipeline-on-compute-shader/
- http://www.joshbarczak.com/blog/?p=1012
- 点在三角形内判断
- http://www.sunshine2k.de/coding/java/TriangleRasterization/TriangleRasterization.html
- Accelerated Half-Space Triangle Rasterization
- https://pdfs.semanticscholar.org/presentation/4cef/3b35a625b169c3bd996c77b532ea569cf732.pdf
- Computer Graphics COMP 770 (236)
- http://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602
- https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/
Vulkan
https://www.khronos.org/vulkan/
https://developer.nvidia.com/Vulkan
https://renderdoc.org/vulkan-in-30-minutes.html
https://www.khronos.org/registry/vulkan/
http://vulkan-tutorial.com/
DX12
https://msdn.microsoft.com/en-us/library/windows/desktop/dn903821(v=vs.85).aspx
https://software.intel.com/en-us/articles/tutorial-migrating-your-apps-to-directx-12-part-1
https://msdn.microsoft.com/zh-cn/library/mt412016
https://software.intel.com/sites/default/files/managed/4a/38/Efficient-Rendering-with-DirectX-12-on-Intel-Graphics.pdf
http://www.directxtech.com/
DX11
D3D11 Deferred Contexts Primer & Best Practices
https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/GDC_2013_DUDASH_DeferredContexts.pdf
http://developer.amd.com/wordpress/media/2013/04/DX11PerformanceReloaded.ppsx
https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/Efficient_Buffer_Management_McDonald.pdf
where is dxerr.lib?
http://blogs.msdn.com/b/chuckw/archive/2012/04/24/where-s-dxerr-lib.aspx
Constant Buffers without Constant Pain
https://developer.nvidia.com/content/constant-buffers-without-constant-pain-0
GDC2011
http://www.realtimerendering.com/blog/gdc-2011-links/
Deferred Rendering
The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading
Tessellation
http://blogs.msdn.com/b/chuckw/archive/2010/07/19/direct3d-11-tessellation.aspx
http://www.idav.ucdavis.edu/education/CAGDNotes/Catmull-Clark.pdf
http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
http://www.richardssoftware.net/Home/Post/28
http://www.gamedev.net/page/resources/_/technical/directx-and-xna/d3d11-tessellation-in-depth-r3059
http://dice.se/wp-content/uploads/adaptive_terrain_tessellation.pdf
Windows Debug
https://blogs.msdn.microsoft.com/vcblog/2016/07/11/debugging-tips-and-tricks-for-c-in-visual-studio/
http://www.wintellect.com/blogs/jrobbins/pdb-files-what-every-developer-must-know
https://msdn.microsoft.com/en-us/library/ms241613.aspx#NotExistJustToMakeTheAElementVisible
http://advdbg.org/books/swdbg/resources.aspx
http://www.dumpanalysis.org/
https://msdn.microsoft.com/en-us/Library/Windows/Hardware/dn927305(v=vs.85).aspx WPA
https://software.intel.com/en-us/blogs/2012/09/06/using-windows-performance-toolkit-in-analyzing-application-power-consumption
http://blogs.microsoft.co.il/sasha/
http://www.unixwiz.net/techtips/win32-callconv-asm.html
http://www.debuginfo.com/articles/effminidumps.html
http://crashrpt.sourceforge.net/docs/html/using_minidump.html
http://www.codeproject.com/Articles/37456/How-To-Inspect-the-Content-of-a-Program-Database-P
http://www.wintellect.com/devcenter/jrobbins/do-pdb-files-affect-performance
https://blogs.msdn.microsoft.com/ericlippert/2009/06/11/what-does-the-optimize-switch-do/
http://www.wintellect.com/devcenter/jrobbins/correctly-creating-native-c-release-build-pdbs
http://www.nobugs.org/
https://www.microsoft.com/msj/0197/Exception/Exception.aspx
http://advdbg.org/books/dbgwars/labs.aspx
http://advdbg.org/books/swdbg/
https://channel9.msdn.com/Shows/Defrag-Tools
http://www.debuginfo.com/articles/easywindbg.html
http://wenku.baidu.com/link?url=5JZIu41NfdBxP1yWQ-Gx1oQkojmb0h1FeQtsSuJSU-g7xrycyr6oQa7lxkIfJAtca-1kSbDhvvhjNJ5KB_DBbx9CiUnlQX6su_azTooqGsa
http://www.codeguru.com/cpp/cpp/cpp_mfc/functions/article.php/c14641/Function-Calls-Part-1-the-Basics.htm
http://www.nynaeve.net/?p=91
http://www.nynaeve.net/?p=97
https://blogs.msdn.microsoft.com/larryosterman/2007/03/12/fpo/
(Symbol Server And Symbol Store)https://msdn.microsoft.com/zh-cn/library/windows/desktop/ms680693(v=vs.85).aspx
(Debuging With Symbol)https://msdn.microsoft.com/en-us/library/windows/desktop/ee416588(v=vs.85).aspx
(Debuging with WinDbg)https://msdn.microsoft.com/en-us/library/windows/hardware/hh406274(v=vs.85).aspx
https://technet.microsoft.com/en-us/sysinternals/default.aspx
http://www.lionhack.com/2014/01/28/stack-trace-line-numbers-without-deploying-pdbs/
http://www.debuggingexperts.com/
http://www.debugging.tv/
http://www.dumpanalysis.org/
http://www.patterndiagnostics.com/
https://msdn.microsoft.com/en-us/library/windows/hardware/ff561504(v=vs.85).aspx
http://www.dumpanalysis.org/windows-memory-analysis-checklist
http://www.dumpanalysis.org/blog/index.php/crash-dump-analysis-patterns
Photon Mapping
Image-Space Photon Mapping
LPV
http://silviojemma.com/public/papers/lighting/spherical-harmonic-lighting.pdf
https://www.safaribooksonline.com/library/view/opengl-programming-guide/9780132748445/ch07lev2sec8.html
http://sunandblackcat.com/tipFullView.php?l=eng&topicid=31&topic=Advanced-GLSL-Lighting-Models
Stupid Spherical Harmonics(SH) Trick: http://www.ppsloan.org/publications/StupidSH36.pdf
https://dickyjim.wordpress.com/2013/09/04/spherical-harmonics-for-beginners/
http://www.eecs.berkeley.edu/~sohamum/files/spharm_lighting.pdf
http://www0.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/
http://blog.blackhc.net/2010/07/light-propagation-volumes/
http://xlgames-inc.github.io/posts/sphericalharmonics0/
http://www.gamasutra.com/view/news/128550/InDepth_Spherical_Harmonic_Lighting.php
https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/
https://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf
http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/
http://www.mpia.de/~mathar/public/mathar20051002.pdf
Game Dev Blog
http://www.paulsprojects.net/
http://tech-artists.org/
Forward+
http://www.3dgep.com/forward-plus/
http://www.reedbeta.com/all/
http://www.fragmentbuffer.com/
https://diaryofagraphicsprogrammer.blogspot.com/
PCI ID
http://www.pcidatabase.com/index.php
http://ozone3d.net/gpu/db/
http://www.techpowerup.com/gpudb/
https://en.wikipedia.org/wiki/List_of_Nvidia_graphics_processing_units
3D Resource
http://graphics.cs.williams.edu/data/meshes.xml
http://graphics.stanford.edu/data/3Dscanrep/
https://sketchfab.com
WDDM
http://en.wikipedia.org/wiki/Windows_Display_Driver_Model
http://msdn.microsoft.com/en-us/library/windows/hardware/ff570593(v=vs.85).aspx
D3D9 Misc
http://msdn.microsoft.com/en-us/library/windows/desktop/ee890072(v=vs.85).aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/bb174714(v=vs.85).aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/bb219800
http://www.ozone3d.net/tutorials/gpu_sm3_dx9_3d_pipeline.php
https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
http://content.gpwiki.org/D3DBook:Lighting
Advanced Topics (Direct3D 9) https://technet.microsoft.com/en-us/subscriptions/bb172247.aspx
http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/Direct3D9/src/QuerySample/docs/QuerySample_userguide.pdf
Understand Mipmapping
http://wiki.polycount.com/w/images/b/bb/Lets_Get_Small-2005.pdf
Blogs:
Wolfgang Engel
http://diaryofagraphicsprogrammer.blogspot.jp/2014/03/directx-12-blog.html
MJP
https://mynameismjp.wordpress.com/
Seblagarde Lagarde
https://seblagarde.wordpress.com/site-map/
http://jcgt.org/index.html?reload=1
Geek3D
http://www.geeks3d.com/
Michal Drobot
https://michaldrobot.com/publications/
http://www.fragmentbuffer.com/gpu-performance-for-game-artists/
Ravi Ramamoorthi
https://cseweb.ucsd.edu/~ravir/
Jason L. Mitchell
http://www.pixelmaven.com/jason/
christian-behrenberg
http://www.christian-behrenberg.de/knowledge/rendering.html
humus
http://www.humus.name/
Gaffer on physx and network
http://gafferongames.com/
Pablo Zurita(Thoughts on rendering and system programming)
https://pzurita.wordpress.com/
a quack pro
http://fabiensanglard.net/
C++ Template MetaProgramming
https://monoinfinito.wordpress.com/series/introduction-to-c-template-metaprogramming/
Toby Opferman(Windbg)
https://www.codeproject.com/Articles/Toby-Opferman#Article
Intel GameDev
https://software.intel.com/en-us/gamedev
http://filmicworlds.com/
https://thebookofshaders.com
16-823: Physics based Methods in Vision, Spring 2016
https://knarkowicz.wordpress.com/
FogOfWar
http://www.roguebasin.com/index.php?title=Category:FOV
Shadow
Common Techniques to Improve Shadow Depth Maps http://technet.microsoft.com/zh-cn/subscriptions/ee416324
Cascaded Shadow Maps http://technet.microsoft.com/zh-cn/subscriptions/ee416307
Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs http://jcgt.org/published/0003/02/03/paper.pdf
Ocean
http://www.fxguide.com/featured/assassins-creed-iii-the-tech-behind-or-beneath-the-action/
http://www.hagodemon.com/2013/04/udk-ocean-wip-2-shader-source.html
http://malideveloper.arm.com/resources/sample-code/ocean-rendering-with-fast-fourier-transform/
http://www.keithlantz.net/2011/10/ocean-simulation-part-one-using-the-discrete-fourier-transform/
http://www.keithlantz.net/2011/11/ocean-simulation-part-two-using-the-fast-fourier-transform/
CULLING
http://www.flipcode.com/archives/Frustum_Culling.shtml
http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
CLIPMAP
http://techpubs.sgi.com/library/tpl/cgi-bin/getdoc.cgi?coll=0650&db=bks&srch=&fname=/SGI_Developer/Perf_PG/sgi_html/ch15.html
http://www.cs.virginia.edu/~gfx/courses/2002/BigData/papers/Texturing/Clipmap.pdf
http://read.pudn.com/downloads130/doc/556616/opengl/id_tech5_clipmap.pdf
http://files.cnblogs.com/puzzy3d/RAGE%E6%9D%A5%E4%BA%86-Megatexture%E4%BF%A1%E6%81%AF%E6%9B%B4%E6%96%B0.pdf
Where is the DXSDK?
http://technet.microsoft.com/zh-cn/subscriptions/ee663275
DirectX SDK Samples Catalog
http://blogs.msdn.com/b/chuckw/archive/2013/09/20/directx-sdk-samples-catalog.aspx
SIMD CPP
http://users.ece.cmu.edu/~franzf/teaching/slides-18-645-simd.pdf
https://software.intel.com/en-us/articles/how-to-use-intrinsics
http://neilkemp.us/src/sse_tutorial/sse_tutorial.html
http://gamedev.stackexchange.com/questions/12601/simd-c-library
https://software.intel.com/sites/products/documentation/doclib/iss/2013/compiler/cpp-lin/GUID-2A1CEEE6-9E7D-4FE0-A3A8-E66371F1CFE9.htm
http://sci.tuomastonteri.fi/programming/sse
https://software.intel.com/sites/landingpage/IntrinsicsGuide/
Task-Based MultiThreading
http://www.gdcvault.com/play/1012189/Don-t-Dread
http://www.gdcvault.com/play/1012321/Task-based-Multithreading-How-to
http://www.gdcvault.com/play/1014644/-SPONSORED-Efficient-Scaling-in
http://www.gamasutra.com/view/feature/134522/sponsored_feature_finding_the_.php
http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine/
http://www.geeks3d.com/20100418/game-engine-multi-threading-programming-resources/
CPP Code Runtime Compile
http://runtimecompiledcplusplus.blogspot.co.uk/2011/06/source-code-now-live.html
An-Introduction-to-Boost
http://www.codeproject.com/Articles/4496/An-Introduction-to-Boost
AI
http://aigamedev.com/page/insider/
BenchMarking
http://techreport.com/review/21516/inside-the-second-a-new-look-at-game-benchmarking
http://www.tweakguides.com/NVFORCE_7.html
http://www.nvidia.com/object/nvidia-kepler.html
https://developer.nvidia.com/maxwell-compute-architecture
http://people.cs.umass.edu/~emery/classes/cmpsci691st/readings/Arch/gpu.pdf
GPU Arch:http://s09.idav.ucdavis.edu/
http://graphics.stanford.edu/~mdfisher/GPUView.html
https://developer.nvidia.com/sites/default/files/akamai/gameworks/CN/Stuttering_Analysis_EN.pdf?mkt_tok=3RkMMJWWfF9wsRoivqjPZKXonjHpfsX96%2BUkX6K1gYkz2EFye%2BLIHETpodcMSsBkNq%2BTFAwTG5toziV8R7HAKs1v3NsQXBXg
https://developer.nvidia.com/content/analysing-stutter-%E2%80%93-mining-more-percentiles-0?mkt_tok=3RkMMJWWfF9wsRoivqjPZKXonjHpfsX96%2BUkX6K1gYkz2EFye%2BLIHETpodcMSsBkNq%2BTFAwTG5toziV8R7HAKs1v3NsQXBXg
http://go.nvidianews.com/x0O0000E0ud36MF0OErJwNY
http://go.nvidianews.com/DOvr00P0NFw00E3d6M0J0EY
https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/AvoidingCatastrophicPerformanceLoss.pdf
Rendering Effect
IBL:
https://chetanjags.wordpress.com/2015/08/26/image-based-lighting/
https://www.shadertoy.com/view/ld3SRr
https://www.safaribooksonline.com/library/view/opengl-programming-guide/9780132748445/ch07lev2sec7.html
Fog:
http://www.iquilezles.org/www/articles/fog/fog.htm
Tangent Space:
http://www.terathon.com/code/tangent.html
http://www.gamasutra.com/view/feature/129939/messing_with_tangent_space.php?page=1
https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/texture_space_on_real_models.pdf
http://crytek.com/download/Triangle_mesh_tangent_space_calculation.pdf
HDR:
http://content.gpwiki.org/index.php/D3DBook:High-Dynamic_Range_Rendering
https://msdn.microsoft.com/en-us/library/windows/desktop/bb173486(v=vs.85).aspx
http://www.hdrlabs.com/tutorials/index.html
http://www.hdrlabs.com/sibl/archive.html
UE3.x SAMARITAN
http://udn.epicgames.com/Three/rsrc/Three/DirectX11Rendering/MartinM_GDC11_DX11_presentation.pdf
CE3 Graphic Gem
http://advances.realtimerendering.com/s2013/Sousa_Graphics_Gems_CryENGINE3.pptx
COD:AW Postprocess
http://advances.realtimerendering.com/
http://advances.realtimerendering.com/s2014/sledgehammer/Next-Generation-Post-Processing-in-Call-of-Duty-Advanced-Warfare-v17.pptx
http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
http://advances.realtimerendering.com/s2014/index.html
http://www.iryoku.com/
Cloth&Silk:
http://www.gameartisans.org/forums/threads/13759-Two-tone-metal-Unreal-Material-Help?p=201225#post201225
http://abload.de/img/minneart_001an2u6t.jpg
Material (UDK):
http://unreal.rgr.jp/Mydownloads/WL-Shader/#cloth
http://gametextures.com/blog/2013/10/17/making-a-proper-metal-material-in-udk/
http://artisaverb.info/DitchingDiffuse.html
https://forums.epicgames.com/threads/956378-Custom-Lighting-Model-Materials-(diffuse-specular-reflectance)
http://www.polycount.com/forum/showthread.php?t=87743
http://phill.inksworth.com/tut.php
Cel shading
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/cel-shading-r1438
http://prideout.net/blog/?p=54
http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3
http://www.red3d.com/cwr/npr/
http://www.mrl.nyu.edu/publications/npr-course1999/
http://www.flipcode.com/archives/Object_Outlining.shtml
http://www.marctenbosch.com/npr_edges/
http://graphics.cs.williams.edu/papers/EdgesNPAR04/index.html
http://polycube.blogspot.jp/2010/03/udk-edge-detection-shader.html
http://olm.co.jp/rd/?lang=en
https://gamedev.stackexchange.com/questions/68401/how-can-i-draw-outlines-around-3d-models
http://www.marctenbosch.com/npr_edges/
http://graphics.cs.brown.edu/games/FeatureEdges/index.html
SSS
http://publications.dice.se/attachments/Colin_BarreBrisebois_Programming_ApproximatingTranslucency.pdf
http://eat3d.com/blog/metalliandy/approximated-sub-surface-scattering-demo-udk
http://www.mrbluesummers.com/3510/3d-tutorials/3dsmax-mental-ray-sub-surface-scattering-guide
http://softimage.wiki.softimage.com/xsidocs/mat_sss_shaders_WorkingwithFastSubsurfaceScatteringShaders.htm
http://file.pmang.kr/images/noc/img/pdf/noc_tr1_se8_kwon.pdf
http://www.scribblethink.org/Work/Notes/fastsubsurface_web.pdf
http://colinbarrebrisebois.com/2012/04/09/approximating-translucency-revisited-with-simplified-spherical-gaussian/
http://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
https://www.evl.uic.edu/sjames/cs525/project3.html
http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html
http://www.pauldebevec.com/Research/LS/
http://www.iryoku.com/screen-space-subsurface-scattering
http://www.iryoku.com/sssss/
Vertex Animation
http://www.gdcvault.com/play/1018170/The-Inner-Workings-of-Fornite
Math for Programmers:Matrix Transformations. Squirrel Eiserloh, GDC 2012 Vault
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/MorphTargets/index.html
https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/PivotPainter/index.html
Fabric/Cloth
http://www.cs.cornell.edu/projects/ctcloth/
FLOW MAP
http://wiki.polycount.com/wiki/Flow_map
ShaderToy
https://www.shadertoy.com/
https://software.intel.com/zh-cn/articles/dynamic-resolution-rendering-article
Interior Mapping
http://interiormapping.oogst3d.net/
DOTA2 WorkPipeline
http://www.dota2.com/workshop/
Game Design
https://gamebalanceconcepts.wordpress.com/
http://www.sirlin.net/articles/game-balance-and-yomi
Hash
http://partow.net/programming/hashfunctions/index.html
http://lolengine.net/blog/2011/12/20/cpp-constant-string-hash
Procedural Textures in GLSL http://www.diva-portal.org/smash/get/diva2:618262/FULLTEXT02.pdf
Classic Demo Scene
http://graphics.cs.williams.edu/data/meshes.xml
NetWorking
http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/
presentations
http://www.crytek.com/cryengine/presentations
http://www.highperformancegraphics.org/
http://www.shaderwrangler.com/publications/
https://developer.nvidia.com/gdc-2015-geforce-presentations
https://www.ea.com/frostbite/news
Graphic Theory
Deriving-Projection-Matrices
http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c10123/Deriving-Projection-Matrices.htm#page-2
http://graphics.cs.cmu.edu/?page_id=16
GPU
https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline
Screen Space Technical
http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf
http://www.geeks3d.com/20100809/siggraph-2010-screen-space-fluid-rendering-for-games/
http://www.edxgraphics.com/blog/notes-on-screen-space-fluid-rendering
http://visual-computing.intel-research.net/publications/papers/2009/mlaa/mlaa.pdf
http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf
http://people.mpi-inf.mpg.de/~ritschel/SSDO/
https://sakibsaikia.github.io/2016/12/26/Screen-Space-Reflection-in-Killing-Floor-2.html
http://roar11.com/2015/07/screen-space-glossy-reflections/
http://jcgt.org/published/0003/04/04/paper.pdf
Software Optimization
http://stackoverflow.com/questions/3928995/how-do-cache-lines-work
http://www.agner.org/optimize/
http://www.research.scea.com/research/pdfs/GDC2003_Memory_Optimization_18Mar03.pdf
http://lwn.net/Articles/250967/
http://www.youtube.com/watch?v=L7zSU9HI-6I
Why Not STL in Game
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html
http://supercomputingblog.com/optimization/taking-advantage-of-cache-coherence-in-your-programs/
https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming
http://www.linuxjournal.com/article/8211
http://www.agner.org/optimize/microarchitecture.pdf
http://microsoft.github.io/CodeAnalysis/
Memory
http://www.memorymanagement.org/
https://www.ibm.com/developerworks/cn/linux/l-memory/
http://www.nobugs.org/developer/win32/debug_crt_heap.html
http://valgrind.org/docs/manual/mc-manual.html
https://en.wikipedia.org/wiki/Magic_number_(programming)
https://blogs.technet.microsoft.com/markrussinovich/2008/07/21/pushing-the-limits-of-windows-physical-memory/
https://blogs.technet.microsoft.com/markrussinovich/2008/11/17/pushing-the-limits-of-windows-virtual-memory/
http://blogs.microsoft.co.il/sasha/2016/01/05/windows-process-memory-usage-demystified/
http://goog-perftools.sourceforge.net/doc/tcmalloc.html
Windows Batch
http://www.chebucto.ns.ca/~ak621/DOS/BatBasic.html
http://www.robvanderwoude.com/batchfiles.php
Math
http://ocw.mit.edu/courses/mathematics/
http://www.wolfram.com/learningcenter/tutorialcollection/
http://www.3dgep.com/understanding-quaternions/
http://graphics.idav.ucdavis.edu/education/GraphicsNotes/GraphicsNotes/homepage.html
分形
http://users.math.yale.edu/public_html/People/frame/Fractals/
http://www.bugman123.com/Hypercomplex/index.html
EscapeTime http://www.mi.sanu.ac.rs/vismath/javier/b2.htm
3ds max
mentalRay
http://download.autodesk.com/us/maya/2011help/mr/manual/index.html
http://fundza.com/cutter/mental_ray/index.html
https://pixelsorcery.wordpress.com/2010/08/25/writing-mental-ray-shaders-from-scratch-for-maya/
CustomShader
http://www.daikonforge.com/forums/threads/improving-your-pipeline-writing-custom-viewport-shaders-in-3ds-max.2319/
http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-923E580A-ACC0-48AA-A348-D0B72C472FDB-htm.html
http://www.bencloward.com/tutorials_shaders1.shtml
UDK
MorphTarget
http://www.devination.com/p/udk-tutorials.html
http://www.philipk.net/tutorials.html
关于gaussian kernel,stackoverflow上的精彩回答:
http://stackoverflow.com/questions/1696113/how-do-i-gaussian-blur-an-image-without-using-any-in-built-gaussian-functions/1696200#1696200
Siggraph paper link:
http://blog.selfshadow.com/2015/08/15/siggraph-2015-links/
How to trim your code base:
http://gameangst.com/?p=46
Memory alloc trace:
https://randomascii.wordpress.com/2015/04/27/etw-heap-tracingevery-allocation-recorded/
VMMap tools, Windows Performance Analyzer。
Texture Format:
http://www.poopinmymouth.com/tutorial/dds_types.html
http://oldwiki.polycount.com/NormalMap#A8L8_Compression
http://www.gamasutra.com/view/feature/130906/texture_compression_techniques_and_.php
GPU Hacks
http://aras-p.info/texts/D3D9GPUHacks.html
UWP(WinRT)
http://moderncpp.com/
https://comentsys.wordpress.com/2015/05/31/windows-10-universal-windows-platform-tutorials/
https://dev.windows.com/en-us/
http://www.microsoftvirtualacademy.com/training-courses/a-developers-guide-to-windows-10-preview
http://www.microsoftvirtualacademy.com/training-courses/developing-universal-windows-apps-with-c-and-xaml
HTML 5
http://www.html5rocks.com/zh/tutorials/internals/howbrowserswork/
http://www.zhihu.com/question/23679877
AR
http://www.artoolkit.org/
http://www.unreal4ar.com/
Code Base
https://github.com/id-Software
Git
https://www.atlassian.com/git/tutorials/git-hooks/
https://try.github.io/
https://git-scm.com/book/en/v2
Online Study
https://www.coursera.org/
https://courses.cs.washington.edu/courses/cse341/16sp/ (函数式编程)
CPP
https://mentorembedded.github.io/cxx-abi/abi.html
https://www.fluentcpp.com
Haskell
https://wiki.haskell.org/Tutorials
https://www.haskell.org
http://book.realworldhaskell.org/read/
http://learnyoua.haskell.sg/content/zh-cn//ch05/recursion.html
http://www.cis.upenn.edu/~cis194/spring13/
在线编译源码:
http://gcc.godbolt.org/
GameArt:
https://gamedevelopment.tutsplus.com/articles/picking-a-color-palette-for-your-games-artwork--gamedev-1174
http://howtonotsuckatgamedesign.com/2014/11/color-theory-game-design-1-fundamentals/
http://www.gamasutra.com/blogs/HermanTulleken/20150729/249761/Color_in_games_An_indepth_look_at_one_of_game_designs_most_useful_tools.php
Mocap:
https://www.gamedev.net/resources/_/technical/game-programming/bvh-file-loading-and-displaying-r3295
Unity:
http://www.alanzucconi.com/2015/10/11/how-to-write-native-plugins-for-unity/
UE4:
https://github.com/Temaran/UE4ShaderPluginDemo/tree/4.7
http://blog.felixkate.net/2016/05/22/adding-a-custom-shading-model-1/
https://wiki.unrealengine.com/LightingTroubleshootingGuide
Auto UV
http://www.fseraph.com/?p=408
https://www.cs.jhu.edu/~misha/Fall09/Levy02.pdf
http://www.inf.usi.ch/hormann/parameterization/index.html
http://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/
Particles
http://www.bfilipek.com/2014/04/flexible-particle-system-start.html
checkerboard rendering
http://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2017/03/04173623/GDC-Checkerboard.compressed.pdf
http://mattpierce.info/2017/02/a-quick-primer-on-checkerboard-rendering/
Color:
https://ninedegreesbelow.com/photography/xyz-rgb.html
https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications
Photogrammetry:
https://www.artstation.com/artwork/wbKZw
https://www.unrealengine.com/en-US/blog/imperfection-for-perfection-part-2
https://www.gamasutra.com/blogs/JosephAzzam/20160824/278719/The_Workflows_of_Creating_Game_Ready_Textures_and_Assets_using_Photogrammetry.php
https://photo.stackexchange.com/questions/1048/what-is-the-18-gray-tone-and-how-do-i-make-a-18-gray-card-in-photoshop
Exposure
Automatic Exposure
PostProcess The Orange Box
Datarepresention(Encoding)
https://www3.ntu.edu.sg/home/ehchua/programming/java/datarepresentation.html
https://andybargh.com/fixed-and-floating-point-binary/
interesting
https://stackoverflow.com/questions/33538527/display-a-image-in-a-console-application