Graphics - FrankNine/franknine.github.io GitHub Wiki
電子報
課程
- Udacity CS291
- 使用 Three.js 的基礎圖學課程,雖然老但講得好
- Catlike Coding
- Red Blob Games
- Song Ho OpenGL
- Three.js Journey
- 待確認
光學
- Lights and Shadows
- 互動式光的數學式教學
- Ray Optics Simulation
GPU
- Arm Mali GPU Training Series
- 有中文字幕 by Owen
- A trip through the Graphics Pipeline 2011
- Adreno™ Hardware Tutorial 1: Graphics Pipeline Overview
IEEE 754 浮點數
- Floating Point Visually Explained
- Floating-point Precision Breakdown
- VRchat 第一人稱觀測遠離原點,浮點數開始喪失精度的現象
- Floating Point Leviathan
- 刻意製造喪失精度視覺效果的遊戲
- 曠野之息喪失精度案例
- 動態網格視覺化
- 靜態網格視覺化
- Don’t Store That in a Float
- IEEE-754 Floating Point Converter
Shader
- The Book of Shaders
- The Illusion of Motion: Making Magic with Textures in the Vertex Shader
- Shader Fundamentals - Normal Mapping
- Removing Banding in Linelight
- 蓄意加入 Noise
數學
線性代數
- Essence of linear algebra
- immersive linear algebra
- Introduction to Projective Geometry via Tic-Tac-Toe Grids
- Projective Transformation
- Cross-ratio
- Math for Game Programmers: Understanding Homogeneous Coordinates
- Clipping Using Homogeneous Coordinates
除以 Homogeneous Coordinate w 之後,相機會到 -∞ 相機後的線段會繞過 -∞ 從 +∞ 到 1 的 External Segment 造成 Clipping 困難。所以 Clipping 在尚未除 w 的四維 Clip Space 執行。
除以 Homogeneous Coordinate w 之後,相機會到 -∞ 相機後的線段會繞過 -∞ 從 +∞ 到 1 的 External Segment 造成 Clipping 困難。所以 Clipping 在尚未除 w 的四維 Clip Space 執行。
Geometric Algebra
- What is the Inverse of a Vector?
- Siggraph2019 Geometric Algebra
- Let's remove Quaternions from every 3D Engine: Intro to Rotors from Geometric Algebra
- Geometric Algebra in 2D - Two Reflections is a Rotation
- BiVector.net: Geometric Algebra Resources
Quaternion
- Visualizing quaternions (4d numbers) with stereographic projection
- Quaternions and 3d rotation, explained interactively
其他
Color Space
- Computer Color is Broken
- Gamma Space
- 顏色內插不應該在 Gamma Space 執行,應該在 Linear Space
- A perceptual color space for image processing
- 號稱比 Linear Interpolation 更好、介於 Gamma 跟 Linear 之間的 Oklab Perceptual Interpolation
- Adobe 採用
- Mixbox - Practical Pigment Mixing for Digital Painting
- 改良的顏料混色模擬
Universal Scene Description
Font Rendering
- Slug Font Rendering Library
- GPU Font Renderer
- 作者表示無法只做成 Unity Plugin,需要 Unity 願意改動引擎本體:
https://twitter.com/EricLengyel/status/963237915097628672
手作
Rasterizer
Ray Tracer
個別遊戲
米哈遊
- From mobile to high-end PC: Achieving high quality anime style rendering on Unity (崩壞 3)
- 「原神」におけるコンソールプラットフォーム開発
其他動畫風格
- 〈七つの大罪〉をゲームで!高品質グラフィックを具現化するための技法と開発最適化のご紹介
- アニメ作品の世界にいるかのようなグラフィックスが魅力のファンタジーアートRPG『二ノ国: Cross Worlds』
- Splatoon and Splatoon 2: How to Invent a Stylish Franchise with Global Appeal
其他
Frame 分析
Behind the Pretty Frames
- Behind the Pretty Frames: Resident Evil
- Behind the Pretty Frames: Elden Ring
- Behind the Pretty Frames: God of War
Adrian Courrèges
- Graphics Studies Compilation
- Metal Gear Solid V - Graphics Study
- DOOM (2016) - Graphics Study
- GTA V - Graphics Study
Fabien Sanglard
Persona
Meme
Dragon Ball Z-Fighting
- https://twitter.com/Snapman_I_Am/status/800567120765616128
- https://twitter.com/aras_p/status/1524017264529399810