About Computer Graphic: Some useful links

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/

    the Journal of Computer Graphics Techniques

      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

转载于:https://www.cnblogs.com/Baesky/articles/useful_links.html

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