A collection of useful resources I want to be able to reference in the future.
- References for Learning 3D Programming
- Anti-Aliasing (SMAA T2X) by Marcel Schindler
- SMAA by Jimenez et al.
- Bindless Texturing for Deferred Rendering and Decals by Matt J. Pettineo
- Clustered shading evolution in Granite by Hans Kristian
- Cull that Cone! by Bart Wronski
- A Primer On Efficient Rendering Algorithms & Clustered Shading by Ángel Ortiz
- Clustered Deferred and Forward Shading by Ola Olsson, Markus Billeter, and Ulf Assarsson
- Improved Culling for Tiled and Clustered Rendering by Michal Drobot
- Practical Clustered Shading by Emil Persson
- Rendering The Hellscape of Doom: Eternal by Jean Geffroy, Axel Gneiting, and Yixin Wang
- The Devil is in the Details by Tiago Sousa and Jean Geffroy
- Introduction to compute shaders by Anteru
- Culling the Battlefield by Daniel Collin
- GPU-Driven Rendering Pipelines by Ulrich Haar and Sebastian Aaltonen
- Optimizing the Graphics Pipeline with Compute by Graham Wihlidal
- Software Occlusion Culling by Kiefer Kuah
- Experiments in GPU Base Occlusion Culling by Kostas Anagnostou
- Twitter Thread on Culling
- What Every Coder Should Know About Gamma by John Novak
- A Multiple-scattering Microfacet Model for Real-time Image-based Lighting by Carmelo J. Fdez-Agüera
- Specular Showdown by Stephen Hill
- Twitter Thread on TAA and Specular Aliasing
- LEAN Mapping by Marc Olano and Dan Baker
- Improved Specular AA by Tokuyoshi and Kaplanyan
- Advanced VR Rendering by Alex Vlachos (Video)
- Specular AA Example by Anton Kaplanyan
- A Reconstruction Filter for Plausible Motion Blur by Morgan McGuire et al.
- A Fast and Stable Feature-Aware Motion Blur Filter by Jean-Philippe Guertin et al.
- Designing a next-generation post-effects pipeline by Bart Wronski
- Separable disk-like depth of field by Bart Wronski
- Next Generation Post Processing In Call Of Duty: Advanced Warfare by Jorge Jimenez
- Notes on Importance Sampling by Tobias Franke
- A multi-faceted exploration by Stephen Hill
- Sampling Microfacet Brdf by A Graphics Guy
- Importance Sampling techniques for GGX with Smith Masking-Shadowing: Part 1
- GPU-Based Importance Sampling by Křivánek and Colbert
- How is the NDF really defined by Nathan Reed
- Real shading in unreal engine 4 by Brian Karis
- Revisiting physically based shading at Imageworks by Kulla and Conty
- Practical multiple scattering compensation for microfacet models by Emmanuel Turquin
- A Multiple-scattering Microfacet Model for Real-time Image-based Lighting by Carmelo J. Fdez-Agüera
- PBR Diffuse Lighting for GGX + Smith Microsurfaces by Earl Hammon
- Microfacet Models for Refraction through Rough Surfaces by Walter et al.
- Multiple-Scattering Microfacet BSDFs with the Smith Model by Eric Heitz et al
- Real-Time Polygonal-Light Shading with Linearly Transformed Cosines by Erir Heitz et al.
- Background: Physics and Math of Shading by Naty Hoffman
- A Journey Through Implementing Multiscattering BRDFs and Area Lights by Stephen McAuley et al
- Moving Frostbite to PBR by Sebastian Legarde et al
- Filament by Romain Guy et al of Google
- Shadow Mapping Summary – Part 1 by Ignacio Castaño
- A Sampling of Shadow Techniques by Matt Pettineo
- Common Techniques to Improve Shadow Depth Maps
- Shadows by Matt Pettineo
- Playing with Real-Time Shadows by Nikolas Kasyan
- Temporal supersampling and antialiasing by Bart Wronski
- Temporal supersampling pt. 2 – SSAO demonstration by Bart Wronski
- Graphics Gems from CRYENGINE 3 by Tiago Sousa
- High-Quality Temporal Supersampling by Brian Karis
- Temporal Antialiasing in Uncharted 4 by Ke Xu
- Filmic SMAA: Sharp Morphological and Temporal Antialiasing by Jorge Jimenez
- HDR color grading and display in Frostbite by Alex Fry
- Filmic Tonemapping with Piecewise Power Curves by John Hable
- Automatic Exposure by Krzysztof Narkowicz
- A Closer Look at Tone Mapping by Matt Pettineo
- Artist Friendly HDR With Exposure Values by Nathan Reed
- Photographic Tone Reproduction for Digital Images by Reinhard et al
- Localized tonemapping – is global exposure and global tonemapping operator enough for video games? by Bart Wronski
- Adaptive Exposure from Luminance Histograms by Alex Tardif
- Tonemap Operators by Romain Guy
- High-Resolution Light Probe Image Gallery from Vision & Graphics Lab
- sIBL Archive
- HDR color grading and display in Frostbite by Alex Fry
- HDR Display – First Steps by Krzysztof Narkowicz
- Tonemapping on HDR displays. ACES to rule ‘em all? by Angelo Pesce
- Sébastien Hillaire's personal website
- Rendering volumetric Clouds Using Signed Distance Fields by Felix Westin
- A Scalable and Production ReadySky and Atmosphere Rendering Technique by Sébastien Hillaire
- Precomputed Atmospheric Scattering by Eric Bruneton
- Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine by Andrew Schneider
- Physically Based and Scalable Atmospheres in Unreal Engine by Sébastien Hillaire
- Physically-based and Unified Volumetric Rendering in Frostbite by Sébastien Hillaire
- Physically Based Sky, Atmosphere & Cloud Rendering by Sébastien Hillaire
- Tileable Volume Noise from Sébastien Hillaire for creating tileable noise textures for use in cloud rendering
- Unreal Engine Sky Atmosphere Rendering Technique from Sébastien Hillaire, example of his ESGR 2020 paper algorithm