图形学资源(graphics-resources)

图形学资源(graphics-resources)

翻译出处

我的一些书签与游戏开发和实时图形编程相关。

主题(Topics)

  • 图形资源(graphics-resources)
    • 主题(Topics)
    • 基于物理的渲染(Physically Based Rendering)
    • 色彩空间(Color Space)
    • 光与影(Light & Shadow)
    • 环境(Environments)
    • Time
    • Post-Processing
    • Ray Tracing & Distance Functions
    • Text, Lines & Shapes
    • 非真实感渲染(Non-Photorealistic Rendering)
    • Math
    • 其他优化(Misc Optimizations)
    • 收藏(Collections)
    • 博主(Bloggers)
    • Tools
    • License

基于物理的渲染(Physically Based Rendering)

  • Readings on Physically Based Rendering
  • The State of Rendering (2013)
  • jMonkeyEngine’s Physically Based Rendering (2014)
  • CodingLabs: Physically Based Rendering I
  • CodingLabs: Physically Based Rendering II
  • SIGGRAPH Shading Courses: 2012, 2013 and 2014
    • Physically Based Shader Design in Arnold (2014)
    • Moving Frostbite to Physically Based Rendering (2014)
    • Crafting a Next-Gen Material Pipeline for The Order: 1886 (2013)
    • Real Shading in Unreal Engine 4 (2013)
    • Physically Based Shading in Call of Duty: Black Ops (2013)
  • Deferred Shading Tutorial (2005)
  • Spherical Harmonic Lighting: The Gritty Details (2003)
  • Spherical Harmonics for Beginners (2013)
  • A Tiny Improvement of Oren-Nayar Reflectance Model (2012)
  • Plausible Environment Lighting in Two Lines of Code (2013)
  • Microfacet Models for Refraction through Rough Surfaces (2007)
  • Artist Friendly Metallic Fresnel (2014)
  • Realistic Rendering of Blue Ice (2009)
  • Advanced WebGL - Irradiance Environment Map (2011)
  • Irradiance Volumes for Games (2012)
  • Wolfire Blog - Physically Based Rendering (2015)

色彩空间(Color Space)

  • CodingLabs: Gamms vs Linear
  • Filmic Games: Linear-Space Lighting (i.e. Gamma) (2010)
  • GPU Gems 3: The Importance of Being Linear (2008)

光与影(Light & Shadow)

  • Shading Effects in Left 4 Dead 2 (2010)
  • The Illustrative World of Team Fortress 2 (2008)
  • Hardware-Accelerated Global Illumination by Image Space Photon Mapping (2009)
  • Ambient Occlusion Fields (2005)
  • Phong Illumination Model (2012)

环境(Environments)

  • Rendering Grass in Real Time with Dynamic Lighting (2005)
  • Water Flow in Portal 2 (2010)
  • Manipulating UVs through Color Data in Portal 2 (2011)
  • WebGL Sky Rendering (2011)
  • WebGL Terrain and Grass Rendering (2011)
  • Zephyros Anemos - WebGL Terrain Rendering

Time

  • Fix your Timestep! (2006)
  • deWiTTERS Game Loop (2009)
  • Fixed Timestep Implementation (2012)

Post-Processing

  • Post Processing in the Orange Box (2008)
  • Aggregate G-Buffer Anti-Aliasing (2015)
  • Physically Based Real-Time Lens Flare Rendering (2011)
  • John Chapman - Pseudo Lens Flare (2013)
  • Image Imperfections & Film Grain Post-Process FX (2013)
  • GLSL Cubic Lens Distortion (2011)
  • Using Lookup Tables to Accelerate Color Transforms (2005)
  • The Skylanders SWAP Force Depth-of-Field Shader (2013)
  • GPU Gems 3: Motion Blur as a Post-Processing Effect (2008)
  • GPU Gems 3: Practical Post-Process Depth of Field (2008)

Ray Tracing & Distance Functions

  • Fast Soft-Shadowing on Dynamic Height Fields (2008)
  • Per-Pixel Displacement Mapping with Distance Functions (2005)
  • Raymarching Distance Fields (2013)
  • Screen Space Glossy Reflections (2015)

Text, Lines & Shapes

  • Higher Quality 2D Text Rendering (2013)
  • Improved Alpha-Tested Magnification for Vector Textures (2007)
  • Drawing Lines is Hard (2015)
  • Material Design on the GPU (2015)
  • Polygon Rendering in Ejecta (2012)
  • Lecture: Polygon Triangulation (2014)
  • GPU Gems 3: Rendering Vector Art on the GPU
  • Drawing Text with Signed Distance Fields in Mapbox GL (2014)
  • Multi-Channel SDF Text Rendering (2014)
  • SDF Rendering of Color Bit Planes (2013)

非真实感渲染(Non-Photorealistic Rendering)

  • Watercolor Inspired Non-Photorealistic Rendering for Augmented Reality (2008)
  • Advanced Real-Time Cel Shading in OpenGL (2013)
  • Stroke-Based Rendering (2002)
  • Hand Drawn Rendering (2012)
  • Real-Time Ink Dispersion in Absorbent Paper (2005)
  • “Nijimi” Rendering Algorithm for Creating Quality Black Ink Paintings (2003)
  • WYSIWYG NPR: Drawing Strokes Directly on 3D Models (2002)
  • Stylized Rendering Using Samples of a Painted Image (2007)

Math

  • Essential Mathematics for Games and Interactive Applications (2008)
  • 3D Math Primer for Graphics and Game Development, 2nd Ed (2011)
  • math-as-code (2015)
  • CodingLabs: World, View, Projection Matrices
  • Interactive Introduction to Noise Functions (2013)

其他优化(Misc Optimizations)

  • Fast, Branchless Ray/Bounding Box Intersections (2011)
  • Combined Approximation of Fresnel Visibility (2015)
  • Compact Normal Storage for Small G-Buffers (2009)
  • Normal Mapping without Precomputed Tangents (2013)

收藏(Collections)

  • SIGGRAPH Real-Time Rendering Publications
  • List of Realtime Global Illumination Techniques
  • David Arcila’s Game Development Resources
  • awesome-opengl
  • Readings on Physically Based Rendering

博主(Bloggers)

  • Aras Pranckevičius
  • Stephen Hill
  • Sébastien Lagarde
  • Angelo Pesce
  • Yi-Wen Lin
  • Brian Karis
  • Christian Schüler
  • Tom Forsyth
  • Michael Chang
  • Timothy Lottes
  • John Chapman
  • John Hable (and his older blog)
  • Philp Rideout
  • Mikola Lysenko
  • Adrian Courrèges
  • Martins Upitis
  • Colin Barré-Brisebois
  • Rory Driscoll
  • Real-Time Rendering Blog
  • Mikael H Christensen
  • Fabian Giesen
  • Iñigo Quilez
  • Ignacio Castaño
  • Jeremy Shopf

Tools

  • Disney BRDF Viewer
  • cmft and cmftStudio - cubemap filtering tools
  • Modified AMD Cubemapgen - cubemap filtering tool
  • preview-dds - minimal cross-platform DDS previewer
  • CrazyBump

License

MIT, see LICENSE.md for details.

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