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  1. @abstractalgorithm abstractalgorithm revised this gist Dec 21, 2015. 1 changed file with 93 additions and 99 deletions.
    192 changes: 93 additions & 99 deletions gfx_res.md
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    ### Gamma, gamut, tone mapping, color, sRGB

    sRGB learning curve <br>
    https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm<br>
    Tom Forsyth
    https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm

    Color Math<br>
    http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf<br>
    Jim Van Verth
    http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf

    The Importance of Terminology and sRGB Uncertainty<br>
    colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/
    http://colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/

    Color banding
    Color banding<br>
    http://simonschreibt.de/gat/colorbanding/
    Simon (@simonschreibt)

    Dithering
    Dithering<br>
    http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/

    Tone-mapping and CRT
    Tone-mapping and CRT<br>
    http://timothylottes.blogspot.co.uk/2015/09/tonemapping-slot-mask-simulation.html

    PBR and gamma
    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 <br>
    Rich Geldreich (@richgel999)
    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 <br>
    Tomasz Stachowiak (@h3r2tic)
    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/ <br>
    Nathan Reed (@Reedbeta)
    http://www.reedbeta.com/blog/2014/03/25/deferred-texturing/

    Clustered shading
    http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=efficient_shading_s2015
    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+
    Forward+ <br>
    http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/

    ### PBR

    PBS course SIGGRAPH
    PBS course SIGGRAPH <br>
    http://blog.selfshadow.com/publications/s2015-shading-course/

    Ready at Dawn SIGGRAPH
    Ready at Dawn SIGGRAPH <br>
    http://www.readyatdawn.com/ready-at-dawn-siggraph/

    Physically based shading at Disney
    Physically based shading at Disney <br>
    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/
    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
    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
    Multiple-scattering microfacet BSDF with Smith model <br>
    https://eheitzresearch.wordpress.com/240-2/

    BSDF bonanza
    BSDF bonanza <br>
    http://forums.odforce.net/topic/20682-bsdf-bonanza-ggx-microfacets-disney-brdf-and-more/

    PBR theory
    PBR theory <br>
    http://www.marmoset.co/toolbag/learn/pbr-theory

    Physically based lighting at Pixar
    Physically based lighting at Pixar <br>
    http://graphics.pixar.com/library/PhysicallyBasedLighting/paper.pdf

    Diffraction and reflection
    Diffraction and reflection <br>
    https://hal.inria.fr/hal-01224702

    Why Phong and Beckmann have similar shape
    Why Phong and Beckmann have similar shape <br>
    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/
    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
    GGX mobile <br>
    http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf

    PBR
    PBR <br>
    http://jmonkeyengine.org/301308/physically-based-rendering-part-3/

    PBR guide
    https://www.allegorithmic.com/pbr-guide
    PBR guide <br>
    https://www.allegorithmic.com/pbr-guide

    Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals
    Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals <br>
    https://hal.inria.fr/hal-00996995v2/document

    PBR collection
    PBR collection <br>
    https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/

    ### Shadows

    Real-time shadows at Crytek
    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
    Ray traced shadows vs cascaded shadows <br>
    http://blog.imgtec.com/multimedia/ray-traced-shadows-vs-cascaded-shadow-maps

    Clustered shadows
    Clustered shadows <br>
    http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shadows_tvcg

    Soft shadows Last of Us style
    Soft shadows Last of Us style <br>
    http://robert.cupisz.eu/post/115059013316/soft-shadows

    Frustum traced shadows with irregular z-buffer
    Frustum traced shadows with irregular z-buffer <br>
    http://chriswyman.org/papers.html

    Dithering and temporal supersample shadows
    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
    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
    Assassin's Creed II <br>
    http://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2
    Fabrice Piquet (@Froyok)

    Graphics of Fallout 4
    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
    GTA V <br>
    http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/

    Watch Dogs
    Watch Dogs <br>
    http://renderdoc.org/blog/Graphics-in-Plain-Language/

    Deus Ex
    Deus Ex <br>
    http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/

    Rendering in Marmoset Toolbag
    Rendering in Marmoset Toolbag <br>
    http://cis700-003-spring-2014.github.io/lectures/mset_rendering_april29_2014.pdf

    Rendering of Far Cry 4
    Rendering of Far Cry 4 <br>
    https://dl.dropboxusercontent.com/u/16861957/gdc2015_rendering_the_world_of_far_cry_4.pdf

    Supreme Commander
    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
    SkySaga <br>
    https://interplayoflight.wordpress.com/2015/04/08/the-rendering-technology-of-skysaga-infinite-isles/

    Tomorrow Children
    Tomorrow Children <br>
    http://fumufumu.q-games.com/archives/TheTechnologyOfTomorrowsChildrenFinal.pdf

    next-gen post-processing pipeline
    next-gen post-processing pipeline <br>
    http://bartwronski.com/2014/12/09/designing-a-next-generation-post-effects-pipeline/

    Lords of the Fallen
    Lords of the Fallen <br>
    http://de.slideshare.net/philiphammer/the-rendering-technology-of-lords-of-the-fallen-game-connection-europe-2014

    GRID autosport
    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
    Making of Forza <br>
    http://www.eurogamer.net/articles/digitalfoundry-2014-the-making-of-forza-horizon-2

    ### GFX resources

    Eric Heitz research
    Eric Heitz research <br>
    https://eheitzresearch.wordpress.com/research/

    Gamedev daily
    Gamedev daily <br>
    http://gamedevdaily.io/

    Real-time rendering
    Real-time rendering <br>
    http://advances.realtimerendering.com/

    Journal of Computer Graphics Techniques
    Journal of Computer Graphics Techniques <br>
    http://jcgt.org/

    Pixar Library
    Pixar Library <br>
    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/
    @@ -197,88 +191,88 @@ http://blog.selfshadow.com/2014/08/14/siggraph-2014-links/

    ### Other

    Anti-aliasing techniques overview
    http://www.dahlsys.com/misc/antialias/index.html
    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)
    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
    Font rendering <br>
    https://lambdacube3d.wordpress.com/2014/11/12/playing-around-with-font-rendering/

    PRT
    PRT <br>
    https://twitter.com/abstractalgo/status/646053649894912000

    Temporal reprojection
    Temporal reprojection <br>
    http://bitsquid.blogspot.jp/2015/09/temporal-reprojection-and-sao.html

    Temporal supersampling
    bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing
    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
    SS glossy reflections <br>
    http://roar11.com/2015/07/screen-space-glossy-reflections/

    Glare generation of wave optics
    Glare generation of wave optics <br>
    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
    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)
    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
    Extracting BRDF for surface param <br>
    http://liris.cnrs.fr/~jdupuy/egsr15/egsr15.pdf

    GI, RSM, dynamic
    GI, RSM, dynamic <br>
    http://www.slideshare.net/WolfgangEngel

    SIMD at Insomniac games
    SIMD at Insomniac games <br>
    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
    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
    oh my god <br>
    http://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf

    Life of a triangle
    Life of a triangle <br>
    http://pixeljetstream.blogspot.de/2015/02/life-of-triangle-nvidias-logical.html

    Physically based camera
    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
    http://faculty.cs.tamu.edu/schaefer/research/hair.pdf
    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
    Understanding camera exposure <br>
    https://placeholderart.wordpress.com/2014/11/16/implementing-a-physically-based-camera-understanding-exposure/

    SIMT, SMT, SIMT
    SIMT, SMT, SIMT <br>
    http://yosefk.com/blog/simd-simt-smt-parallelism-in-nvidia-gpus.html

    SSAO overview
    SSAO overview <br>
    http://frederikaalund.com/a-comparative-study-of-screen-space-ambient-occlusion-methods/

    Stuttering in graphics
    Stuttering in graphics <br>
    https://developer.nvidia.com/sites/default/files/akamai/gameworks/CN/Stuttering_Analysis_EN.pdf

    Local cubemaps
    Local cubemaps<br>
    https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/

    Disney Hyperion renderer
    Disney Hyperion renderer <br>
    https://www.fxguide.com/featured/disneys-new-production-renderer-hyperion-yes-disney/

    Fast and accurate motion blur
    Fast and accurate motion blur <br>
    http://graphics.cs.williams.edu/papers/MotionBlurHPG14/

    Reyes
    Reyes <br>
    https://www.fxguide.com/featured/rendermanris-and-the-start-of-next-25-years/
  2. @abstractalgorithm abstractalgorithm revised this gist Dec 20, 2015. 1 changed file with 266 additions and 12 deletions.
    278 changes: 266 additions & 12 deletions gfx_res.md
    Original file line number Diff line number Diff line change
    @@ -1,30 +1,284 @@
    ### Gamma, gamut, tone mapping, color, sRGB

    sRGB learning curve
    https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm
    sRGB learning curve <br>
    https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm<br>
    Tom Forsyth

    Color Math
    http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf
    Color Math<br>
    http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf<br>
    Jim Van Verth

    The Importance of Terminology and sRGB Uncertainty
    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
    http://richg42.blogspot.rs/2015/12/light-indexed-deferred-rendering.html
    Light Indexed Deferred Rendering <br>
    http://richg42.blogspot.rs/2015/12/light-indexed-deferred-rendering.html <br>
    Rich Geldreich (@richgel999)

    Deferred material rendering system
    https://onedrive.live.com/view.aspx?resid=EBE7DEDA70D06DA0!115&app=PowerPoint&authkey=!AP-pDh4IMUug6vs
    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
    http://www.reedbeta.com/blog/2014/03/25/deferred-texturing/
    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

    ### Breakdowns
    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/
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    ### 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