List of resources on graphics programming; both GPU architecture
and rendering techniques.
Please do fork & add your resources via pull requests!
Also see Acknowledgments.
- http://cwyman.org/papers/i3d17_hashedAlpha.pdf
- http://john-chapman-graphics.blogspot.co.uk/2013/01/per-object-motion-blur.html
- http://john-chapman-graphics.blogspot.co.uk/2013/01/ssao-tutorial.html
- http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/
- https://developer.nvidia.com/content/constant-buffers-without-constant-pain-0
- http://fabiensanglard.net/bumpMapping/index.php
- https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTessellation_WhitePaper.pdf
- http://www.scratchapixel.com - All of this!
- http://www0.cs.ucl.ac.uk/staff/j.kautz/RTGICourse/
- http://seanmiddleditch.com/matrices-handedness-pre-and-post-multiplication-row-vs-column-major-and-notations/
- http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
- http://thomasdiewald.com/blog/?p=2099
- http://blog.selfshadow.com/publications/s2012-shading-course/ - All of this!
- http://renderwonk.com/publications/s2010-shading-course/ - All of this!
- http://blog.selfshadow.com/2015/08/15/siggraph-2015-links/ - All of this!
- http://link.springer.com/chapter/10.1007%2F978-3-7091-9430-0_20
- https://research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf
- http://simonstechblog.blogspot.co.uk/2013/01/implementing-voxel-cone-tracing.html
- http://roar11.com/2015/07/screen-space-glossy-reflections/
- https://bartwronski.com/2016/10/30/dithering-part-one-simple-quantization/
- https://bartwronski.com/2016/08/29/localized-tonemapping/
- https://knarkowicz.wordpress.com/2016/01/09/automatic-exposure/
- https://software.intel.com/en-us/articles/ivb-atmospheric-light-scattering
- http://www.reedbeta.com/blog/depth-precision-visualized/
- http://www.codinglabs.net/article_physically_based_rendering_cook_torrance.aspx
- http://c0de517e.blogspot.co.uk/2017/02/tonemapping-on-hdr-displays-aces-to.html
- https://renderdoc.org/vulkan-layer-guide.html
- https://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
- http://outerra.blogspot.co.uk/2012/11/maximizing-depth-buffer-range-and.html
- http://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/
- http://www.frostbite.com/2017/02/tiled-light-trees/
- http://www.frostbite.com/2017/03/4k-checkerboard-in-battlefield-1-and-mass-effect-andromeda/
- http://www.frostbite.com/topics/publications/ - All of this!
- https://www.slideshare.net/naughty_dog/the-technology-of-uncharted-drakes-fortune
- https://www.slideshare.net/naughty_dog/presentations
- https://www.guerrilla-games.com/read/creating-a-tools-pipeline-for-horizon-zero-dawn
- https://www.guerrilla-games.com/read/gpu-based-procedural-placement-in-horizon-zero-dawn
- https://web.archive.org/web/20110716013522/http://www.research.scea.com/gdc2003/spherical-harmonic-lighting.pdf
- https://mynameismjp.wordpress.com/2016/10/09/sg-series-part-1-a-brief-and-incomplete-history-of-baked-lighting-representations/ All of this!
- https://mynameismjp.wordpress.com/2012/10/15/signal-processing-primer/ All of this!
- https://mynameismjp.wordpress.com/2009/03/10/reconstructing-position-from-depth/
- https://mynameismjp.wordpress.com/2009/05/05/reconstructing-position-from-depth-continued/
- https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/ All of this!
Note: This part is directly taken from here. See the acknowledgments.
- http://courses.cms.caltech.edu/cs179/
- http://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf
- https://community.arm.com/graphics/b/blog
- http://cdn.imgtec.com/sdk-documentation/PowerVR+Hardware.Architecture+Overview+for+Developers.pdf
- http://cdn.imgtec.com/sdk-documentation/PowerVR+Series5.Architecture+Guide+for+Developers.pdf
- https://www.imgtec.com/blog/a-look-at-the-powervr-graphics-architecture-tile-based-rendering/
- https://www.imgtec.com/blog/the-dr-in-tbdr-deferred-rendering-in-rogue/
- http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/opencl-optimization-guide/#50401334_pgfId-412605
- https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
- https://community.arm.com/graphics/b/documents/posts/moving-mobile-graphics#siggraph2015
- http://fileadmin.cs.lth.se/cs/Education/EDAN35/mGH.pdf
- https://www.udacity.com/course/intro-to-parallel-programming--cs344
- https://devblogs.nvidia.com
- http://gpuopen.com/compute-product/amd-gcn3-isa-architecture-manual/
- https://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf
- https://software.intel.com/en-us/articles/intel-graphics-developers-guides
- http://graphics.cs.cmu.edu/courses/15869/fall2014/
- https://www2.eecs.berkeley.edu/Pubs/TechRpts/2016/EECS-2016-143.pdf
- http://on-demand.gputechconf.com/gtc/2012/presentations/S0514-GTC2012-GPU-Performance-Analysis.pdf (and associated GTC video)
- http://www.nvidia.com/content/GTC-2010/pdfs/2012_GTC2010v2.pdf
End of content taken from reference above
- http://courses.cs.washington.edu/courses/cse471/13sp/lectures/GPUsStudents.pdf
- http://www.ncsa.illinois.edu/People/kindr/projects/hpca/files/singapore_p1.pdf
- http://s08.idav.ucdavis.edu/fatahalian-gpu-architecture.pdf
- https://cstar.iiit.ac.in/~kkishore/GPUArchitecture.pdf
- ftp://download.nvidia.com/developer/cuda/seminar/TDCI_Arch.pdf
- https://gist.github.com/jhaberstro/0ef011c39f546c2342693ec6825f9370 by @jhaberstro - Main inspiration for the creation of this list.