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Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,194 +1,188 @@ ### Gamma, gamut, tone mapping, color, sRGB sRGB learning curve <br> https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm Color Math<br> http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf The Importance of Terminology and sRGB Uncertainty<br> http://colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/ Color banding<br> http://simonschreibt.de/gat/colorbanding/ Dithering<br> http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/ Tone-mapping and CRT<br> http://timothylottes.blogspot.co.uk/2015/09/tonemapping-slot-mask-simulation.html PBR and gamma<br> http://marcinignac.com/blog/pragmatic-pbr-setup-and-gamma/ ### Pipelines Light Indexed Deferred Rendering <br> http://richg42.blogspot.rs/2015/12/light-indexed-deferred-rendering.html Deferred material rendering system <br> https://onedrive.live.com/view.aspx?resid=EBE7DEDA70D06DA0!115&app=PowerPoint&authkey=!AP-pDh4IMUug6vs Deferred Texturing <br> http://www.reedbeta.com/blog/2014/03/25/deferred-texturing/ Clustered shading <br> http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=efficient_shading_s2015 <br> http://www.humus.name/Articles/PracticalClusteredShading.pdf Forward+ <br> http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/ ### PBR PBS course SIGGRAPH <br> http://blog.selfshadow.com/publications/s2015-shading-course/ Ready at Dawn SIGGRAPH <br> http://www.readyatdawn.com/ready-at-dawn-siggraph/ Physically based shading at Disney <br> https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf Moving Frostbite to PBR <br> http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/ <br> http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf Physically-Based Shading Models in Film and Game Production <br> http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a_notes.pdf Multiple-scattering microfacet BSDF with Smith model <br> https://eheitzresearch.wordpress.com/240-2/ BSDF bonanza <br> http://forums.odforce.net/topic/20682-bsdf-bonanza-ggx-microfacets-disney-brdf-and-more/ PBR theory <br> http://www.marmoset.co/toolbag/learn/pbr-theory Physically based lighting at Pixar <br> http://graphics.pixar.com/library/PhysicallyBasedLighting/paper.pdf Diffraction and reflection <br> https://hal.inria.fr/hal-01224702 Why Phong and Beckmann have similar shape <br> http://www.johndcook.com/blog/2010/04/29/simple-approximation-to-normal-distribution/ PBR - Bart Wronski <br> http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-1-introduction/ <br> http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-2-practical-problems/ GGX mobile <br> http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf PBR <br> http://jmonkeyengine.org/301308/physically-based-rendering-part-3/ PBR guide <br> https://www.allegorithmic.com/pbr-guide Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals <br> https://hal.inria.fr/hal-00996995v2/document PBR collection <br> https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/ ### Shadows Real-time shadows at Crytek <br> www.realtimeshadows.com/sites/default/files/Playing with Real-Time Shadows_0.pdf Ray traced shadows vs cascaded shadows <br> http://blog.imgtec.com/multimedia/ray-traced-shadows-vs-cascaded-shadow-maps Clustered shadows <br> http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shadows_tvcg Soft shadows Last of Us style <br> http://robert.cupisz.eu/post/115059013316/soft-shadows Frustum traced shadows with irregular z-buffer <br> http://chriswyman.org/papers.html Dithering and temporal supersample shadows <br> http://www.alexandre-pestana.com/shadows-using-dithering-and-temporal-supersampling/ ### Breakdowns Next-gen postprocessing of Call of Duty <br> http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare Assassin's Creed II <br> http://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2 Fabrice Piquet (@Froyok) Graphics of Fallout 4<br> https://bethesda.net/?utm_source=Twitter&utm_medium=social&utm_campaign=11415-FO-graphics#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45 GTA V <br> http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/ Watch Dogs <br> http://renderdoc.org/blog/Graphics-in-Plain-Language/ Deus Ex <br> http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/ Rendering in Marmoset Toolbag <br> http://cis700-003-spring-2014.github.io/lectures/mset_rendering_april29_2014.pdf Rendering of Far Cry 4 <br> https://dl.dropboxusercontent.com/u/16861957/gdc2015_rendering_the_world_of_far_cry_4.pdf Supreme Commander <br> http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/?utm_content=buffer49f97&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer SkySaga <br> https://interplayoflight.wordpress.com/2015/04/08/the-rendering-technology-of-skysaga-infinite-isles/ Tomorrow Children <br> http://fumufumu.q-games.com/archives/TheTechnologyOfTomorrowsChildrenFinal.pdf next-gen post-processing pipeline <br> http://bartwronski.com/2014/12/09/designing-a-next-generation-post-effects-pipeline/ Lords of the Fallen <br> http://de.slideshare.net/philiphammer/the-rendering-technology-of-lords-of-the-fallen-game-connection-europe-2014 GRID autosport <br> http://blog.codemasters.com/wp-content/uploads/2014/10/Rendering-Fields-of-Grass-using-DirectX11-in-GRID-Autosport.pdf Making of Forza <br> http://www.eurogamer.net/articles/digitalfoundry-2014-the-making-of-forza-horizon-2 ### GFX resources Eric Heitz research <br> https://eheitzresearch.wordpress.com/research/ Gamedev daily <br> http://gamedevdaily.io/ Real-time rendering <br> http://advances.realtimerendering.com/ Journal of Computer Graphics Techniques <br> http://jcgt.org/ Pixar Library <br> http://graphics.pixar.com/library/ http://gregory-igehy.hatenadiary.com/ http://scratchapixel.com/ http://www.iquilezles.org/www/ http://faculty.cs.tamu.edu/schaefer/research/ @@ -197,88 +191,88 @@ http://blog.selfshadow.com/2014/08/14/siggraph-2014-links/ ### Other Anti-aliasing techniques overview <br> http://www.dahlsys.com/misc/antialias/index.html <br> http://www.beyond3d.com/content/articles/122 Real-time Rendering of Physically Based Optical Effect in Theory and Practice (Bokeh dof, lens, camera, lens) <br> http://research.tri-ace.com/s2015.html Font rendering <br> https://lambdacube3d.wordpress.com/2014/11/12/playing-around-with-font-rendering/ PRT <br> https://twitter.com/abstractalgo/status/646053649894912000 Temporal reprojection <br> http://bitsquid.blogspot.jp/2015/09/temporal-reprojection-and-sao.html Temporal supersampling <br> bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing <br> http://bartwronski.com/2014/04/27/temporal-supersampling-pt-2-ssao-demonstration/ SS glossy reflections <br> http://roar11.com/2015/07/screen-space-glossy-reflections/ Glare generation of wave optics <br> http://nae-lab.org/~kaki/paper/PG2004/Kakimoto2004Glare.pdf SVO Voxel cone tracing GI <br> http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/ <br> http://tu-dresden.de/die_tu_dresden/fakultaeten/fakultaet_informatik/smt/cgv/lehre/ergebnisse_studentischer_arbeiten/belege/salm_mirko/files/GIVoxels.pdf <br> http://fumufumu.q-games.com/archives/000934.php Blur algorithms (dof, bloom) <br> https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms Extracting BRDF for surface param <br> http://liris.cnrs.fr/~jdupuy/egsr15/egsr15.pdf GI, RSM, dynamic <br> http://www.slideshare.net/WolfgangEngel SIMD at Insomniac games <br> https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf The Order 1886 rendering rocks <br> http://c0de517e.blogspot.rs/2015/02/why-rendering-in-order-1886-rocks.html <br> http://www.eurogamer.net/articles/digitalfoundry-2015-the-order-1886-tech-analysis <br> https://www.youtube.com/watch?v=lZx9gPo3tws&feature=youtu.be oh my god <br> http://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf Life of a triangle <br> http://pixeljetstream.blogspot.de/2015/02/life-of-triangle-nvidias-logical.html Physically based camera <br> https://placeholderart.wordpress.com/2014/12/15/implementing-a-physically-based-camera-automatic-exposure/ https://placeholderart.wordpress.com/2015/01/19/implementation-notes-physically-based-lens-flares/ Hair meshes <br> http://faculty.cs.tamu.edu/schaefer/research/hair.pdf <br> http://faculty.cs.tamu.edu/schaefer/research/slides/hair_slides.pdf Understanding camera exposure <br> https://placeholderart.wordpress.com/2014/11/16/implementing-a-physically-based-camera-understanding-exposure/ SIMT, SMT, SIMT <br> http://yosefk.com/blog/simd-simt-smt-parallelism-in-nvidia-gpus.html SSAO overview <br> http://frederikaalund.com/a-comparative-study-of-screen-space-ambient-occlusion-methods/ Stuttering in graphics <br> https://developer.nvidia.com/sites/default/files/akamai/gameworks/CN/Stuttering_Analysis_EN.pdf Local cubemaps<br> https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ Disney Hyperion renderer <br> https://www.fxguide.com/featured/disneys-new-production-renderer-hyperion-yes-disney/ Fast and accurate motion blur <br> http://graphics.cs.williams.edu/papers/MotionBlurHPG14/ Reyes <br> https://www.fxguide.com/featured/rendermanris-and-the-start-of-next-25-years/ -
abstractalgorithm revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,30 +1,284 @@ ### Gamma, gamut, tone mapping, color, sRGB sRGB learning curve <br> https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm<br> Tom Forsyth Color Math<br> http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf<br> Jim Van Verth The Importance of Terminology and sRGB Uncertainty<br> colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/ Color banding http://simonschreibt.de/gat/colorbanding/ Simon (@simonschreibt) Dithering http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/ Tone-mapping and CRT http://timothylottes.blogspot.co.uk/2015/09/tonemapping-slot-mask-simulation.html PBR and gamma http://marcinignac.com/blog/pragmatic-pbr-setup-and-gamma/ ### Pipelines Light Indexed Deferred Rendering <br> http://richg42.blogspot.rs/2015/12/light-indexed-deferred-rendering.html <br> Rich Geldreich (@richgel999) Deferred material rendering system <br> https://onedrive.live.com/view.aspx?resid=EBE7DEDA70D06DA0!115&app=PowerPoint&authkey=!AP-pDh4IMUug6vs <br> Tomasz Stachowiak (@h3r2tic) Deferred Texturing <br> http://www.reedbeta.com/blog/2014/03/25/deferred-texturing/ <br> Nathan Reed (@Reedbeta) Clustered shading http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=efficient_shading_s2015 http://www.humus.name/Articles/PracticalClusteredShading.pdf Forward+ http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/ ### PBR PBS course SIGGRAPH http://blog.selfshadow.com/publications/s2015-shading-course/ Ready at Dawn SIGGRAPH http://www.readyatdawn.com/ready-at-dawn-siggraph/ Physically based shading at Disney https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf Moving Frostbite to PBR http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/ http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf Physically-Based Shading Models in Film and Game Production http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a_notes.pdf Multiple=scattering microfacet BSDF with Smith model https://eheitzresearch.wordpress.com/240-2/ BSDF bonanza http://forums.odforce.net/topic/20682-bsdf-bonanza-ggx-microfacets-disney-brdf-and-more/ PBR theory http://www.marmoset.co/toolbag/learn/pbr-theory Physically based lighting at Pixar http://graphics.pixar.com/library/PhysicallyBasedLighting/paper.pdf Diffraction and reflection https://hal.inria.fr/hal-01224702 Why Phong and Beckmann have similar shape http://www.johndcook.com/blog/2010/04/29/simple-approximation-to-normal-distribution/ PBR - Bart Wronski http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-1-introduction/ http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-2-practical-problems/ GGX mobile http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf PBR http://jmonkeyengine.org/301308/physically-based-rendering-part-3/ PBR guide https://www.allegorithmic.com/pbr-guide Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals https://hal.inria.fr/hal-00996995v2/document PBR collection https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/ ### Shadows Real-time shadows at Crytek www.realtimeshadows.com/sites/default/files/Playing with Real-Time Shadows_0.pdf Ray traced shadows vs cascaded shadows http://blog.imgtec.com/multimedia/ray-traced-shadows-vs-cascaded-shadow-maps Clustered shadows http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shadows_tvcg Soft shadows Last of Us style http://robert.cupisz.eu/post/115059013316/soft-shadows Frustum traced shadows with irregular z-buffer http://chriswyman.org/papers.html Dithering and temporal supersample shadows http://www.alexandre-pestana.com/shadows-using-dithering-and-temporal-supersampling/ ### Breakdowns Next-gen postprocessing of Call of Duty http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare Assassin's Creed II http://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2 Fabrice Piquet (@Froyok) Graphics of Fallout 4 https://bethesda.net/?utm_source=Twitter&utm_medium=social&utm_campaign=11415-FO-graphics#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45 GTA V http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/ Watch Dogs http://renderdoc.org/blog/Graphics-in-Plain-Language/ Deus Ex http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/ Rendering in Marmoset Toolbag http://cis700-003-spring-2014.github.io/lectures/mset_rendering_april29_2014.pdf Rendering of Far Cry 4 Supreme Commander http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/?utm_content=buffer49f97&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer SkySaga https://interplayoflight.wordpress.com/2015/04/08/the-rendering-technology-of-skysaga-infinite-isles/ Tomorrow Children http://fumufumu.q-games.com/archives/TheTechnologyOfTomorrowsChildrenFinal.pdf next-gen post-processing pipeline http://bartwronski.com/2014/12/09/designing-a-next-generation-post-effects-pipeline/ Lords of the Fallen http://de.slideshare.net/philiphammer/the-rendering-technology-of-lords-of-the-fallen-game-connection-europe-2014 GRID autosport http://blog.codemasters.com/wp-content/uploads/2014/10/Rendering-Fields-of-Grass-using-DirectX11-in-GRID-Autosport.pdf Making of Forza http://www.eurogamer.net/articles/digitalfoundry-2014-the-making-of-forza-horizon-2 ### GFX resources Eric Heitz research https://eheitzresearch.wordpress.com/research/ Gamedev daily http://gamedevdaily.io/ Real-time rendering http://advances.realtimerendering.com/ Journal of Computer Graphics Techniques http://jcgt.org/ Pixar Library http://graphics.pixar.com/library/ http://gregory-igehy.hatenadiary.com/ http://scratchapixel.com/ Inigo Quilez http://www.iquilezles.org/www/ http://faculty.cs.tamu.edu/schaefer/research/ http://blog.selfshadow.com/2014/08/14/siggraph-2014-links/ ### Other Anti-aliasing techniques overview http://www.dahlsys.com/misc/antialias/index.html http://www.beyond3d.com/content/articles/122 Real-time Rendering of Physically Based Optical Effect in Theory and Practice (Bokeh dof, lens, camera, lens) http://research.tri-ace.com/s2015.html Font rendering https://lambdacube3d.wordpress.com/2014/11/12/playing-around-with-font-rendering/ PRT https://twitter.com/abstractalgo/status/646053649894912000 Temporal reprojection http://bitsquid.blogspot.jp/2015/09/temporal-reprojection-and-sao.html Temporal supersampling bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing http://bartwronski.com/2014/04/27/temporal-supersampling-pt-2-ssao-demonstration/ SS glossy reflections http://roar11.com/2015/07/screen-space-glossy-reflections/ Glare generation of wave optics http://nae-lab.org/~kaki/paper/PG2004/Kakimoto2004Glare.pdf SVO Voxel cone tracing GI http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/ http://tu-dresden.de/die_tu_dresden/fakultaeten/fakultaet_informatik/smt/cgv/lehre/ergebnisse_studentischer_arbeiten/belege/salm_mirko/files/GIVoxels.pdf http://fumufumu.q-games.com/archives/000934.php Blur algorithms (dof, bloom) https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms Extracting BRDF for surface param http://liris.cnrs.fr/~jdupuy/egsr15/egsr15.pdf GI, RSM, dynamic http://www.slideshare.net/WolfgangEngel SIMD at Insomniac games https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf The Order 1886 rendering rocks http://c0de517e.blogspot.rs/2015/02/why-rendering-in-order-1886-rocks.html http://www.eurogamer.net/articles/digitalfoundry-2015-the-order-1886-tech-analysis https://www.youtube.com/watch?v=lZx9gPo3tws&feature=youtu.be oh my god http://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf Life of a triangle http://pixeljetstream.blogspot.de/2015/02/life-of-triangle-nvidias-logical.html Physically based camera https://placeholderart.wordpress.com/2014/12/15/implementing-a-physically-based-camera-automatic-exposure/ https://placeholderart.wordpress.com/2015/01/19/implementation-notes-physically-based-lens-flares/ Hair meshes http://faculty.cs.tamu.edu/schaefer/research/hair.pdf http://faculty.cs.tamu.edu/schaefer/research/slides/hair_slides.pdf Understanding camera exposure https://placeholderart.wordpress.com/2014/11/16/implementing-a-physically-based-camera-understanding-exposure/ SIMT, SMT, SIMT http://yosefk.com/blog/simd-simt-smt-parallelism-in-nvidia-gpus.html SSAO overview http://frederikaalund.com/a-comparative-study-of-screen-space-ambient-occlusion-methods/ Stuttering in graphics https://developer.nvidia.com/sites/default/files/akamai/gameworks/CN/Stuttering_Analysis_EN.pdf Local cubemaps https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ Disney Hyperion renderer https://www.fxguide.com/featured/disneys-new-production-renderer-hyperion-yes-disney/ Fast and accurate motion blur http://graphics.cs.williams.edu/papers/MotionBlurHPG14/ Reyes https://www.fxguide.com/featured/rendermanris-and-the-start-of-next-25-years/ -
abstractalgorithm created this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,30 @@ ### Gamma, gamut, tone mapping, color, sRGB sRGB learning curve https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm Tom Forsyth Color Math http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf Jim Van Verth The Importance of Terminology and sRGB Uncertainty colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/ ### Pipelines Light Indexed Deferred Rendering http://richg42.blogspot.rs/2015/12/light-indexed-deferred-rendering.html Rich Geldreich (@richgel999) Deferred material rendering system https://onedrive.live.com/view.aspx?resid=EBE7DEDA70D06DA0!115&app=PowerPoint&authkey=!AP-pDh4IMUug6vs Tomasz Stachowiak (@h3r2tic) Deferred Texturing http://www.reedbeta.com/blog/2014/03/25/deferred-texturing/ Nathan Reed (@Reedbeta) ### PBR ### Breakdowns