Various materials - lorentzo/IntroductionToComputerGraphics GitHub Wiki
General:
Rendering
http://casual-effects.blogspot.com/
GI:
- https://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf
- https://research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf
Acceleration structures:
- https://geidav.wordpress.com/2014/07/18/advanced-octrees-1-preliminaries-insertion-strategies-and-max-tree-depth/
- https://bruop.github.io/frustum_culling/
Light transport:
Raytracing:
- https://bheisler.github.io/post/writing-raytracer-in-rust-part-1/
- https://raytracing.github.io/books/RayTracingInOneWeekend.html#diffusematerials/fixingshadowacne
- https://developer.nvidia.com/blog/practical-tips-for-optimizing-ray-tracing/
Photon mapping:
RT-RT:
- https://www.realtimerendering.com/Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf
- https://developer.nvidia.com/blog/rtx-best-practices/
- https://advances.realtimerendering.com/s2022/index.html#RTCPT
opengl:
- http://www.songho.ca/opengl/index.html
- https://webglfundamentals.org/
- Area lights: https://learnopengl.com/Guest-Articles/2022/Area-Lights
rasterization:
- https://tayfunkayhan.wordpress.com/2018/12/16/rasterization-in-one-weekend-part-ii/
- http://www.fragmentstorm.com/overview-of-the-graphics-pipeline
- https://ciel1012.github.io/2019/03/25/rtr2/
- https://learnopengl.com/Getting-started/Coordinate-Systems
- https://antongerdelan.net/opengl/vertexbuffers.html
PBR:
- https://cglearn.eu/pub/advanced-computer-graphics/physically-based-shading
- https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- https://substance3d.adobe.com/tutorials/courses/the-pbr-guide-part-1
- https://google.github.io/filament/Filament.md.html#about
- https://materialx.org/
Volumetric rendering:
- https://pages.mtu.edu/~scarn/teaching/GE4250/transmission_lecture.pdf
- https://core.ac.uk/download/pdf/237085222.pdf
- https://developer.download.nvidia.com/gameworks/events/GDC2016/Fast%20Flexible%20Physically-Based%20Volumetric%20Light%20Scattering%20-%20Notes.pdf
- https://cglearn.eu/pub/advanced-computer-graphics/volumetric-rendering
- https://wallisc.github.io/rendering/2020/05/02/Volumetric-Rendering-Part-2.html
- https://bartwronski.files.wordpress.com/2014/08/bwronski_volumetric_fog_siggraph2014.pdf
Research:
- http://fernandodegoes.org/
- https://iquilezles.org/articles/distfunctions/
- https://sites.cs.ucsb.edu/~lingqi/
Animation
- https://www.physicsbasedanimation.com/collections/
- https://en.wikipedia.org/wiki/Twelve_basic_principles_of_animation
- https://kesen.realtimerendering.com/sca2022Papers.htm
- https://computeranimation.org/
- https://www.taichi-lang.org/
3D scene
Modeling: https://artisticrender.com/10-different-types-of-3d-modeling-techniques/
Photo-realism: https://www.youtube.com/watch?v=Z8AAX-ENWvQ&t=2s&ab_channel=Blender
Choose right basic shape: https://www.youtube.com/watch?v=DcyY4RAHcA4&ab_channel=CGCookie
Modeling with basic shapes (Blender): https://www.youtube.com/watch?v=AD3gn2AyzgA&ab_channel=LeeDanielsART
Procedural (and funny one): https://www.youtube.com/watch?v=Hf8s1Ckycdo&ab_channel=CGMatter
Modeling with basic shapes (Maya) https://www.youtube.com/watch?v=j3jwVfN8EcU&ab_channel=AnetaV
Procedural shapes (Houdini): https://www.youtube.com/watch?v=afHVjiNeH7A&ab_channel=AdrienLambert