About Computer Graphic: Some useful links

The Future of RealTimeRendring?

http://openproblems.realtimerendering.com/

Physical Based Rendering

http://www.marmoset.co/toolbag/learn/pbr-theory

http://www.marmoset.co/toolbag/learn/pbr-practice

http://renderwonk.com/publications/s2010-shading-course/

http://blog.selfshadow.com/publications/s2012-shading-course/

http://blog.selfshadow.com/publications/s2013-shading-course/

http://blog.selfshadow.com/publications/s2014-shading-course/

http://blog.selfshadow.com/

http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/

https://sites.google.com/site/isrendering/

https://www.allegorithmic.com/pbr-guide

https://www.cg.tuwien.ac.at/courses/Rendering/VU.SS2018.html

Shader Reverse

http://timjones.io/blog/archive/2015/09/02/parsing-direct3d-shader-bytecode

https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/

https://learnopengl.com/#!PBR/Theory

Parallel

http://www.multithreadingandvfx.org/course_notes/

https://code.msdn.microsoft.com/ParExtSamples

https://msdn.microsoft.com/en-us/vstudio/bb964701

http://www.drdobbs.com/tools/the-intel-threading-building-blocks-flow/231900177

GPU RayTracing

KD-Tree Acceleration Structures for a GPU Raytracer

Real-Time KD-Tree Construction on Graphics Hardware

Efficient-sparse-voxel-octrees

Interactive Indirect Illumination Using Voxel Cone Tracing

Understanding the Efficiency of Ray Traversal on GPUs  with the old one

An Efficient and Robust Ray–Box Intersection Algorithm

Ray Tracing

http://www.raytracegroundup.com/

https://www.siggraph.org/education/materials/HyperGraph/raytrace/rtrace0.htm

http://gamedev.stackexchange.com/questions/67719/how-do-raymarch-shaders-work

A Practical Guide to Global Illumination using Photon Mapping

Ray Marching

http://blog.hvidtfeldts.net/

http://iquilezles.org/

http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

http://9bitscience.blogspot.tw/2013/07/raymarching-distance-fields_14.html

http://www.pouet.net/topic.php?which=8177&page=1

https://www.shadertoy.com/view/XllGW4

http://d.hatena.ne.jp/hanecci/20131005/p1

http://gamedev.stackexchange.com/questions/67719/how-do-raymarch-shaders-work

http://www.tevs.eu/project_i3d08.html

https://flafla2.github.io/2016/10/01/raymarching.html

http://http.download.nvidia.com/developer/presentations/2005/GDC/Sponsored_Day/GDC_2005_VolumeRenderingForGames.pdf

https://kosmonautblog.wordpress.com/2017/05/01/signed-distance-field-rendering-journey-pt-1/

http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/

Voxel Based Rendering

http://on-demand.gputechconf.com/gtc/2014/presentations/S4552-rt-voxel-based-global-illumination-gpus.pdf

http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html

https://developer.nvidia.com/content/basics-gpu-voxelization

http://www.alexandre-pestana.com/voxelization-using-gpu-hardware-rasterizer/

Volume Rendering

https://area.autodesk.com/blogs/game-dev-blog/volumetric-clouds/

http://bitsquid.blogspot.com/2016/07/volumetric-clouds.html

http://magnuswrenninge.com/publications

https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn

https://www.alanzucconi.com/2016/07/01/volumetric-rendering/

http://www.real-time-volume-graphics.org/?page_id=28

Advanced Illumination Techniques for GPU-Based Volume Raycasting

Software Rendering Pipeline

http://blogs.msdn.com/b/davrous/archive/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typescript-or-javascript.aspx

Vulkan

https://www.khronos.org/vulkan/

https://developer.nvidia.com/Vulkan

https://renderdoc.org/vulkan-in-30-minutes.html

https://www.khronos.org/registry/vulkan/

http://vulkan-tutorial.com/

DX12

     https://msdn.microsoft.com/en-us/library/windows/desktop/dn903821(v=vs.85).aspx

 https://software.intel.com/en-us/articles/tutorial-migrating-your-apps-to-directx-12-part-1

https://msdn.microsoft.com/zh-cn/library/mt412016

https://software.intel.com/sites/default/files/managed/4a/38/Efficient-Rendering-with-DirectX-12-on-Intel-Graphics.pdf

http://www.directxtech.com/

DX11

D3D11 Deferred Contexts Primer & Best Practices

https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/GDC_2013_DUDASH_DeferredContexts.pdf

http://developer.amd.com/wordpress/media/2013/04/DX11PerformanceReloaded.ppsx

https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/Efficient_Buffer_Management_McDonald.pdf

where is dxerr.lib? 

http://blogs.msdn.com/b/chuckw/archive/2012/04/24/where-s-dxerr-lib.aspx

Constant Buffers without Constant Pain

 https://developer.nvidia.com/content/constant-buffers-without-constant-pain-0

GDC2011

http://www.realtimerendering.com/blog/gdc-2011-links/

 

Deferred Rendering

The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading

 

 

Tessellation

http://blogs.msdn.com/b/chuckw/archive/2010/07/19/direct3d-11-tessellation.aspx

http://www.idav.ucdavis.edu/education/CAGDNotes/Catmull-Clark.pdf

http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/

http://www.richardssoftware.net/Home/Post/28

http://www.gamedev.net/page/resources/_/technical/directx-and-xna/d3d11-tessellation-in-depth-r3059

http://dice.se/wp-content/uploads/adaptive_terrain_tessellation.pdf

Windows Debug

https://blogs.msdn.microsoft.com/vcblog/2016/07/11/debugging-tips-and-tricks-for-c-in-visual-studio/

http://www.wintellect.com/blogs/jrobbins/pdb-files-what-every-developer-must-know

https://msdn.microsoft.com/en-us/library/ms241613.aspx#NotExistJustToMakeTheAElementVisible

http://advdbg.org/books/swdbg/resources.aspx

http://www.dumpanalysis.org/

https://msdn.microsoft.com/en-us/Library/Windows/Hardware/dn927305(v=vs.85).aspx  WPA

https://software.intel.com/en-us/blogs/2012/09/06/using-windows-performance-toolkit-in-analyzing-application-power-consumption

http://blogs.microsoft.co.il/sasha/

http://www.unixwiz.net/techtips/win32-callconv-asm.html

http://www.debuginfo.com/articles/effminidumps.html

http://crashrpt.sourceforge.net/docs/html/using_minidump.html

http://www.codeproject.com/Articles/37456/How-To-Inspect-the-Content-of-a-Program-Database-P

http://www.wintellect.com/devcenter/jrobbins/do-pdb-files-affect-performance

https://blogs.msdn.microsoft.com/ericlippert/2009/06/11/what-does-the-optimize-switch-do/

http://www.wintellect.com/devcenter/jrobbins/correctly-creating-native-c-release-build-pdbs

http://www.nobugs.org/

https://www.microsoft.com/msj/0197/Exception/Exception.aspx

http://advdbg.org/books/dbgwars/labs.aspx

http://advdbg.org/books/swdbg/

https://channel9.msdn.com/Shows/Defrag-Tools

http://www.debuginfo.com/articles/easywindbg.html

http://wenku.baidu.com/link?url=5JZIu41NfdBxP1yWQ-Gx1oQkojmb0h1FeQtsSuJSU-g7xrycyr6oQa7lxkIfJAtca-1kSbDhvvhjNJ5KB_DBbx9CiUnlQX6su_azTooqGsa

http://www.codeguru.com/cpp/cpp/cpp_mfc/functions/article.php/c14641/Function-Calls-Part-1-the-Basics.htm

http://www.nynaeve.net/?p=91

http://www.nynaeve.net/?p=97

https://blogs.msdn.microsoft.com/larryosterman/2007/03/12/fpo/

(Symbol Server And Symbol Store)https://msdn.microsoft.com/zh-cn/library/windows/desktop/ms680693(v=vs.85).aspx

(Debuging With Symbol)https://msdn.microsoft.com/en-us/library/windows/desktop/ee416588(v=vs.85).aspx

(Debuging with WinDbg)https://msdn.microsoft.com/en-us/library/windows/hardware/hh406274(v=vs.85).aspx

https://technet.microsoft.com/en-us/sysinternals/default.aspx

http://www.lionhack.com/2014/01/28/stack-trace-line-numbers-without-deploying-pdbs/

http://www.debuggingexperts.com/

http://www.debugging.tv/

http://www.dumpanalysis.org/

http://www.patterndiagnostics.com/

https://msdn.microsoft.com/en-us/library/windows/hardware/ff561504(v=vs.85).aspx

http://www.dumpanalysis.org/windows-memory-analysis-checklist

http://www.dumpanalysis.org/blog/index.php/crash-dump-analysis-patterns

 

Photon Mapping

Image-Space Photon Mapping

 

LPV

http://silviojemma.com/public/papers/lighting/spherical-harmonic-lighting.pdf

https://www.safaribooksonline.com/library/view/opengl-programming-guide/9780132748445/ch07lev2sec8.html

http://sunandblackcat.com/tipFullView.php?l=eng&topicid=31&topic=Advanced-GLSL-Lighting-Models

Stupid Spherical Harmonics(SH) Trick:  http://www.ppsloan.org/publications/StupidSH36.pdf

https://dickyjim.wordpress.com/2013/09/04/spherical-harmonics-for-beginners/

http://www.eecs.berkeley.edu/~sohamum/files/spharm_lighting.pdf

http://www0.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/

http://blog.blackhc.net/2010/07/light-propagation-volumes/

http://xlgames-inc.github.io/posts/sphericalharmonics0/

http://www.gamasutra.com/view/news/128550/InDepth_Spherical_Harmonic_Lighting.php

https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/

https://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf

http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/

http://www.mpia.de/~mathar/public/mathar20051002.pdf

Game Dev Blog

http://www.paulsprojects.net/

http://tech-artists.org/

Forward+

http://www.3dgep.com/forward-plus/

http://www.reedbeta.com/all/

http://www.fragmentbuffer.com/

https://diaryofagraphicsprogrammer.blogspot.com/

PCI ID 

http://www.pcidatabase.com/index.php 

http://ozone3d.net/gpu/db/

http://www.techpowerup.com/gpudb/

https://en.wikipedia.org/wiki/List_of_Nvidia_graphics_processing_units

3D Resource

http://graphics.cs.williams.edu/data/meshes.xml

http://graphics.stanford.edu/data/3Dscanrep/

https://sketchfab.com

WDDM

http://en.wikipedia.org/wiki/Windows_Display_Driver_Model

http://msdn.microsoft.com/en-us/library/windows/hardware/ff570593(v=vs.85).aspx

D3D9 Misc

http://msdn.microsoft.com/en-us/library/windows/desktop/ee890072(v=vs.85).aspx

http://msdn.microsoft.com/en-us/library/windows/desktop/bb174714(v=vs.85).aspx

http://msdn.microsoft.com/en-us/library/windows/desktop/bb219800

http://www.ozone3d.net/tutorials/gpu_sm3_dx9_3d_pipeline.php

https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/

http://content.gpwiki.org/D3DBook:Lighting

Advanced Topics (Direct3D 9) https://technet.microsoft.com/en-us/subscriptions/bb172247.aspx

http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/Direct3D9/src/QuerySample/docs/QuerySample_userguide.pdf

Understand Mipmapping

http://wiki.polycount.com/w/images/b/bb/Lets_Get_Small-2005.pdf

Blogs:

    Wolfgang Engel

      http://diaryofagraphicsprogrammer.blogspot.jp/2014/03/directx-12-blog.html

    MJP

      https://mynameismjp.wordpress.com/

    Seblagarde Lagarde

      https://seblagarde.wordpress.com/site-map/

    the Journal of Computer Graphics Techniques

      http://jcgt.org/index.html?reload=1

    Geek3D

      http://www.geeks3d.com/

Michal Drobot

 https://michaldrobot.com/publications/

http://www.fragmentbuffer.com/gpu-performance-for-game-artists/

  Ravi Ramamoorthi

        https://cseweb.ucsd.edu/~ravir/

   Jason L. Mitchell

      http://www.pixelmaven.com/jason/

   christian-behrenberg

      http://www.christian-behrenberg.de/knowledge/rendering.html

   humus

      http://www.humus.name/

   Gaffer on physx and network

      http://gafferongames.com/

   Pablo Zurita(Thoughts on rendering and system programming)

      https://pzurita.wordpress.com/

a quack pro

http://fabiensanglard.net/

  C++ Template MetaProgramming

https://monoinfinito.wordpress.com/series/introduction-to-c-template-metaprogramming/

Toby Opferman(Windbg)

https://www.codeproject.com/Articles/Toby-Opferman#Article

Intel GameDev

https://software.intel.com/en-us/gamedev

 

http://filmicworlds.com/

 

https://thebookofshaders.com 

 

16-823: Physics based Methods in Vision, Spring 2016

 

https://knarkowicz.wordpress.com/ 

 

FogOfWar

http://www.roguebasin.com/index.php?title=Category:FOV

Shadow

Common Techniques to Improve Shadow Depth Maps http://technet.microsoft.com/zh-cn/subscriptions/ee416324

Cascaded Shadow Maps http://technet.microsoft.com/zh-cn/subscriptions/ee416307

Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs http://jcgt.org/published/0003/02/03/paper.pdf

Ocean

http://www.fxguide.com/featured/assassins-creed-iii-the-tech-behind-or-beneath-the-action/

http://www.hagodemon.com/2013/04/udk-ocean-wip-2-shader-source.html

http://malideveloper.arm.com/resources/sample-code/ocean-rendering-with-fast-fourier-transform/

http://www.keithlantz.net/2011/10/ocean-simulation-part-one-using-the-discrete-fourier-transform/

http://www.keithlantz.net/2011/11/ocean-simulation-part-two-using-the-fast-fourier-transform/

CULLING

http://www.flipcode.com/archives/Frustum_Culling.shtml

http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf

CLIPMAP

http://techpubs.sgi.com/library/tpl/cgi-bin/getdoc.cgi?coll=0650&db=bks&srch=&fname=/SGI_Developer/Perf_PG/sgi_html/ch15.html

http://www.cs.virginia.edu/~gfx/courses/2002/BigData/papers/Texturing/Clipmap.pdf

http://read.pudn.com/downloads130/doc/556616/opengl/id_tech5_clipmap.pdf

http://files.cnblogs.com/puzzy3d/RAGE%E6%9D%A5%E4%BA%86-Megatexture%E4%BF%A1%E6%81%AF%E6%9B%B4%E6%96%B0.pdf

Where is the DXSDK?

 http://technet.microsoft.com/zh-cn/subscriptions/ee663275

DirectX SDK Samples Catalog

http://blogs.msdn.com/b/chuckw/archive/2013/09/20/directx-sdk-samples-catalog.aspx

SIMD CPP

http://users.ece.cmu.edu/~franzf/teaching/slides-18-645-simd.pdf

https://software.intel.com/en-us/articles/how-to-use-intrinsics

http://neilkemp.us/src/sse_tutorial/sse_tutorial.html

http://gamedev.stackexchange.com/questions/12601/simd-c-library

https://software.intel.com/sites/products/documentation/doclib/iss/2013/compiler/cpp-lin/GUID-2A1CEEE6-9E7D-4FE0-A3A8-E66371F1CFE9.htm

http://sci.tuomastonteri.fi/programming/sse

https://software.intel.com/sites/landingpage/IntrinsicsGuide/

Task-Based MultiThreading

http://www.gdcvault.com/play/1012189/Don-t-Dread

http://www.gdcvault.com/play/1012321/Task-based-Multithreading-How-to

http://www.gdcvault.com/play/1014644/-SPONSORED-Efficient-Scaling-in

http://www.gamasutra.com/view/feature/134522/sponsored_feature_finding_the_.php

http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine/

http://www.geeks3d.com/20100418/game-engine-multi-threading-programming-resources/

CPP Code Runtime Compile

http://runtimecompiledcplusplus.blogspot.co.uk/2011/06/source-code-now-live.html

An-Introduction-to-Boost

http://www.codeproject.com/Articles/4496/An-Introduction-to-Boost

AI

http://aigamedev.com/page/insider/

BenchMarking

http://techreport.com/review/21516/inside-the-second-a-new-look-at-game-benchmarking

http://www.tweakguides.com/NVFORCE_7.html

http://www.nvidia.com/object/nvidia-kepler.html

https://developer.nvidia.com/maxwell-compute-architecture

http://people.cs.umass.edu/~emery/classes/cmpsci691st/readings/Arch/gpu.pdf

GPU Arch:http://s09.idav.ucdavis.edu/ 

http://graphics.stanford.edu/~mdfisher/GPUView.html

https://developer.nvidia.com/sites/default/files/akamai/gameworks/CN/Stuttering_Analysis_EN.pdf?mkt_tok=3RkMMJWWfF9wsRoivqjPZKXonjHpfsX96%2BUkX6K1gYkz2EFye%2BLIHETpodcMSsBkNq%2BTFAwTG5toziV8R7HAKs1v3NsQXBXg

https://developer.nvidia.com/content/analysing-stutter-%E2%80%93-mining-more-percentiles-0?mkt_tok=3RkMMJWWfF9wsRoivqjPZKXonjHpfsX96%2BUkX6K1gYkz2EFye%2BLIHETpodcMSsBkNq%2BTFAwTG5toziV8R7HAKs1v3NsQXBXg

http://go.nvidianews.com/x0O0000E0ud36MF0OErJwNY

http://go.nvidianews.com/DOvr00P0NFw00E3d6M0J0EY

https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/AvoidingCatastrophicPerformanceLoss.pdf

 

Rendering Effect

IBL:

https://chetanjags.wordpress.com/2015/08/26/image-based-lighting/

https://www.shadertoy.com/view/ld3SRr

https://www.safaribooksonline.com/library/view/opengl-programming-guide/9780132748445/ch07lev2sec7.html

Fog:

http://www.iquilezles.org/www/articles/fog/fog.htm

Tangent Space:

http://www.terathon.com/code/tangent.html

http://www.gamasutra.com/view/feature/129939/messing_with_tangent_space.php?page=1

     https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/texture_space_on_real_models.pdf

http://crytek.com/download/Triangle_mesh_tangent_space_calculation.pdf

HDR:

http://content.gpwiki.org/index.php/D3DBook:High-Dynamic_Range_Rendering

https://msdn.microsoft.com/en-us/library/windows/desktop/bb173486(v=vs.85).aspx

http://www.hdrlabs.com/tutorials/index.html

http://www.hdrlabs.com/sibl/archive.html

UE3.x SAMARITAN

     http://udn.epicgames.com/Three/rsrc/Three/DirectX11Rendering/MartinM_GDC11_DX11_presentation.pdf

CE3 Graphic Gem

    http://advances.realtimerendering.com/s2013/Sousa_Graphics_Gems_CryENGINE3.pptx

COD:AW Postprocess

    http://advances.realtimerendering.com/

    http://advances.realtimerendering.com/s2014/sledgehammer/Next-Generation-Post-Processing-in-Call-of-Duty-Advanced-Warfare-v17.pptx

    http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare

    http://advances.realtimerendering.com/s2014/index.html

    http://www.iryoku.com/

Cloth&Silk:

   http://www.gameartisans.org/forums/threads/13759-Two-tone-metal-Unreal-Material-Help?p=201225#post201225

   http://abload.de/img/minneart_001an2u6t.jpg

Material (UDK):

   http://unreal.rgr.jp/Mydownloads/WL-Shader/#cloth

   http://gametextures.com/blog/2013/10/17/making-a-proper-metal-material-in-udk/

   http://artisaverb.info/DitchingDiffuse.html

   https://forums.epicgames.com/threads/956378-Custom-Lighting-Model-Materials-(diffuse-specular-reflectance)

   http://www.polycount.com/forum/showthread.php?t=87743

   http://phill.inksworth.com/tut.php

Cel shading

   http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/cel-shading-r1438

   http://prideout.net/blog/?p=54

   http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3

   http://www.red3d.com/cwr/npr/

   http://www.mrl.nyu.edu/publications/npr-course1999/

   http://www.flipcode.com/archives/Object_Outlining.shtml

   http://www.marctenbosch.com/npr_edges/

   http://graphics.cs.williams.edu/papers/EdgesNPAR04/index.html

   http://polycube.blogspot.jp/2010/03/udk-edge-detection-shader.html

   http://olm.co.jp/rd/?lang=en

   https://gamedev.stackexchange.com/questions/68401/how-can-i-draw-outlines-around-3d-models

   http://www.marctenbosch.com/npr_edges/

   http://graphics.cs.brown.edu/games/FeatureEdges/index.html

SSS

   http://publications.dice.se/attachments/Colin_BarreBrisebois_Programming_ApproximatingTranslucency.pdf

   http://eat3d.com/blog/metalliandy/approximated-sub-surface-scattering-demo-udk

   http://www.mrbluesummers.com/3510/3d-tutorials/3dsmax-mental-ray-sub-surface-scattering-guide

   http://softimage.wiki.softimage.com/xsidocs/mat_sss_shaders_WorkingwithFastSubsurfaceScatteringShaders.htm

   http://file.pmang.kr/images/noc/img/pdf/noc_tr1_se8_kwon.pdf

   http://www.scribblethink.org/Work/Notes/fastsubsurface_web.pdf

   http://colinbarrebrisebois.com/2012/04/09/approximating-translucency-revisited-with-simplified-spherical-gaussian/

   http://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/

   https://www.evl.uic.edu/sjames/cs525/project3.html

   http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf

   http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html

   http://www.pauldebevec.com/Research/LS/

   http://www.iryoku.com/screen-space-subsurface-scattering

   http://www.iryoku.com/sssss/

Vertex Animation

   http://www.gdcvault.com/play/1018170/The-Inner-Workings-of-Fornite

   Math for Programmers:Matrix Transformations. Squirrel Eiserloh, GDC 2012 Vault

   https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/MorphTargets/index.html

   https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/PivotPainter/index.html

Fabric/Cloth

   http://www.cs.cornell.edu/projects/ctcloth/

FLOW MAP

   http://wiki.polycount.com/wiki/Flow_map

ShaderToy

   https://www.shadertoy.com/

https://software.intel.com/zh-cn/articles/dynamic-resolution-rendering-article

Interior Mapping

http://interiormapping.oogst3d.net/

DOTA2 WorkPipeline

http://www.dota2.com/workshop/

Game Design

https://gamebalanceconcepts.wordpress.com/

http://www.sirlin.net/articles/game-balance-and-yomi

Hash

http://partow.net/programming/hashfunctions/index.html

http://lolengine.net/blog/2011/12/20/cpp-constant-string-hash

Procedural Textures in GLSL http://www.diva-portal.org/smash/get/diva2:618262/FULLTEXT02.pdf

Classic Demo Scene

http://graphics.cs.williams.edu/data/meshes.xml

NetWorking

http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/

presentations

http://www.crytek.com/cryengine/presentations

http://www.highperformancegraphics.org/

http://www.shaderwrangler.com/publications/

https://developer.nvidia.com/gdc-2015-geforce-presentations

https://www.ea.com/frostbite/news

Graphic Theory

Deriving-Projection-Matrices

http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c10123/Deriving-Projection-Matrices.htm#page-2

http://graphics.cs.cmu.edu/?page_id=16

GPU

https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline

Screen Space Technical

http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf

http://www.geeks3d.com/20100809/siggraph-2010-screen-space-fluid-rendering-for-games/

http://www.edxgraphics.com/blog/notes-on-screen-space-fluid-rendering

http://visual-computing.intel-research.net/publications/papers/2009/mlaa/mlaa.pdf

http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf

http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf

http://people.mpi-inf.mpg.de/~ritschel/SSDO/

https://sakibsaikia.github.io/2016/12/26/Screen-Space-Reflection-in-Killing-Floor-2.html

http://roar11.com/2015/07/screen-space-glossy-reflections/

http://jcgt.org/published/0003/04/04/paper.pdf

Software Optimization

http://stackoverflow.com/questions/3928995/how-do-cache-lines-work

http://www.agner.org/optimize/

http://www.research.scea.com/research/pdfs/GDC2003_Memory_Optimization_18Mar03.pdf

http://lwn.net/Articles/250967/

http://www.youtube.com/watch?v=L7zSU9HI-6I

    Why Not STL in Game

    http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html

http://supercomputingblog.com/optimization/taking-advantage-of-cache-coherence-in-your-programs/

https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming

http://www.linuxjournal.com/article/8211

http://www.agner.org/optimize/microarchitecture.pdf

http://microsoft.github.io/CodeAnalysis/

Memory

http://www.memorymanagement.org/

https://www.ibm.com/developerworks/cn/linux/l-memory/

http://www.nobugs.org/developer/win32/debug_crt_heap.html

http://valgrind.org/docs/manual/mc-manual.html

https://en.wikipedia.org/wiki/Magic_number_(programming)

https://blogs.technet.microsoft.com/markrussinovich/2008/07/21/pushing-the-limits-of-windows-physical-memory/

https://blogs.technet.microsoft.com/markrussinovich/2008/11/17/pushing-the-limits-of-windows-virtual-memory/

http://blogs.microsoft.co.il/sasha/2016/01/05/windows-process-memory-usage-demystified/

http://goog-perftools.sourceforge.net/doc/tcmalloc.html

Windows Batch

http://www.chebucto.ns.ca/~ak621/DOS/BatBasic.html

http://www.robvanderwoude.com/batchfiles.php

Math

http://ocw.mit.edu/courses/mathematics/

http://www.wolfram.com/learningcenter/tutorialcollection/

http://www.3dgep.com/understanding-quaternions/

http://graphics.idav.ucdavis.edu/education/GraphicsNotes/GraphicsNotes/homepage.html

分形 

http://users.math.yale.edu/public_html/People/frame/Fractals/

http://www.bugman123.com/Hypercomplex/index.html

EscapeTime http://www.mi.sanu.ac.rs/vismath/javier/b2.htm

3ds max

   mentalRay

   http://download.autodesk.com/us/maya/2011help/mr/manual/index.html

   http://fundza.com/cutter/mental_ray/index.html

   https://pixelsorcery.wordpress.com/2010/08/25/writing-mental-ray-shaders-from-scratch-for-maya/

   CustomShader

   http://www.daikonforge.com/forums/threads/improving-your-pipeline-writing-custom-viewport-shaders-in-3ds-max.2319/

   http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-923E580A-ACC0-48AA-A348-D0B72C472FDB-htm.html

   http://www.bencloward.com/tutorials_shaders1.shtml

UDK

   MorphTarget

   http://www.devination.com/p/udk-tutorials.html

   http://www.philipk.net/tutorials.html

关于gaussian kernel,stackoverflow上的精彩回答:

   http://stackoverflow.com/questions/1696113/how-do-i-gaussian-blur-an-image-without-using-any-in-built-gaussian-functions/1696200#1696200

 

Siggraph paper link:

http://blog.selfshadow.com/2015/08/15/siggraph-2015-links/

 

How to trim your code base:

http://gameangst.com/?p=46

Memory alloc trace:

https://randomascii.wordpress.com/2015/04/27/etw-heap-tracingevery-allocation-recorded/

VMMap tools, Windows Performance Analyzer。

 Texture Format:

http://www.poopinmymouth.com/tutorial/dds_types.html

http://oldwiki.polycount.com/NormalMap#A8L8_Compression

http://www.gamasutra.com/view/feature/130906/texture_compression_techniques_and_.php

GPU Hacks

http://aras-p.info/texts/D3D9GPUHacks.html

 

UWP(WinRT)

http://moderncpp.com/

https://comentsys.wordpress.com/2015/05/31/windows-10-universal-windows-platform-tutorials/

https://dev.windows.com/en-us/

http://www.microsoftvirtualacademy.com/training-courses/a-developers-guide-to-windows-10-preview

http://www.microsoftvirtualacademy.com/training-courses/developing-universal-windows-apps-with-c-and-xaml

 

HTML 5

http://www.html5rocks.com/zh/tutorials/internals/howbrowserswork/

http://www.zhihu.com/question/23679877

 

AR

http://www.artoolkit.org/

http://www.unreal4ar.com/

 

Code Base

https://github.com/id-Software

 

Git

https://www.atlassian.com/git/tutorials/git-hooks/

https://try.github.io/

https://git-scm.com/book/en/v2

 

Online Study

https://www.coursera.org/

https://courses.cs.washington.edu/courses/cse341/16sp/  (函数式编程) 

CPP

https://mentorembedded.github.io/cxx-abi/abi.html

https://www.fluentcpp.com

Haskell

https://wiki.haskell.org/Tutorials

https://www.haskell.org

http://book.realworldhaskell.org/read/

http://learnyoua.haskell.sg/content/zh-cn//ch05/recursion.html

http://www.cis.upenn.edu/~cis194/spring13/

在线编译源码:

http://gcc.godbolt.org/

 

GameArt:

https://gamedevelopment.tutsplus.com/articles/picking-a-color-palette-for-your-games-artwork--gamedev-1174

http://howtonotsuckatgamedesign.com/2014/11/color-theory-game-design-1-fundamentals/

http://www.gamasutra.com/blogs/HermanTulleken/20150729/249761/Color_in_games_An_indepth_look_at_one_of_game_designs_most_useful_tools.php

 

Mocap:

https://www.gamedev.net/resources/_/technical/game-programming/bvh-file-loading-and-displaying-r3295

 

Unity:

http://www.alanzucconi.com/2015/10/11/how-to-write-native-plugins-for-unity/

 

UE4:

https://github.com/Temaran/UE4ShaderPluginDemo/tree/4.7

http://blog.felixkate.net/2016/05/22/adding-a-custom-shading-model-1/

 https://wiki.unrealengine.com/LightingTroubleshootingGuide

Auto UV

http://www.fseraph.com/?p=408

https://www.cs.jhu.edu/~misha/Fall09/Levy02.pdf

http://www.inf.usi.ch/hormann/parameterization/index.html

http://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/

 

Particles

http://www.bfilipek.com/2014/04/flexible-particle-system-start.html 

 

checkerboard rendering

http://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2017/03/04173623/GDC-Checkerboard.compressed.pdf

http://mattpierce.info/2017/02/a-quick-primer-on-checkerboard-rendering/

 

Color:

https://ninedegreesbelow.com/photography/xyz-rgb.html 

https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications

 

Photogrammetry:

https://www.artstation.com/artwork/wbKZw 

https://www.unrealengine.com/en-US/blog/imperfection-for-perfection-part-2 

https://www.gamasutra.com/blogs/JosephAzzam/20160824/278719/The_Workflows_of_Creating_Game_Ready_Textures_and_Assets_using_Photogrammetry.php 

 https://photo.stackexchange.com/questions/1048/what-is-the-18-gray-tone-and-how-do-i-make-a-18-gray-card-in-photoshop

 

Exposure

 Automatic Exposure

 PostProcess The Orange Box 

 

Datarepresention(Encoding)

https://www3.ntu.edu.sg/home/ehchua/programming/java/datarepresentation.html

https://andybargh.com/fixed-and-floating-point-binary/

 

interesting

https://stackoverflow.com/questions/33538527/display-a-image-in-a-console-application

转载于:https://www.cnblogs.com/Baesky/articles/useful_links.html

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