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Real-Time Rendering, Fourth Edition |
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Tomas Akenine-Möller |
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Eric Haines |
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Naty Hoffman |
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Angelo Pesce |
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Michał Iwanicki |
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Sébastien Hillaire |
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A K Peters/CRC Press |
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Amazon $76.02 |
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Look inside |
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Kindle $43.41 |
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free sample |
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Google Play $43.41 |
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free sample |
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CRC Press |
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Advances in Real-Time Rendering |
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Elinor Quittner |
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viewed in 3D |
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Amazon "Look inside" link |
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Kindle sample |
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Tomas |
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Eric |
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Naty |
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Angelo |
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Michał |
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Sébastien |
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Fair Use |
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Powerpoint slides |
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Github |
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Here's a guide |
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Ray Tracing Gems |
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Apress |
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Book's website |
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publisher's page |
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Amazon |
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Physically Based Rendering, Third Edition: from Theory to Implementation |
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more information |
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Ray Tracing in One Weekend |
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Code |
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tweet |
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blog |
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Ray Tracing: the Next Week |
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Code |
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tweet |
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blog |
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Ray Tracing: The Rest Of Your Life |
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Code |
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tweet |
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blog |
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WebGL Insights |
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book's website |
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blog |
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download for free |
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Immersive Linear Algebra |
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Computer Vision Metrics: Survey, Taxonomy, and Analysis |
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table of contents and free download |
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Learning Modern 3D Graphics Programming |
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Computer Vision: Algorithms and Applications |
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download for free |
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GPU Gems 3 |
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read for free |
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code |
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GPU Gems 2: Techniques for Graphics and Compute Intensive Programming |
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read for free |
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code |
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repo |
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GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics |
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read for free |
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code |
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repo |
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ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0 |
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ShaderX2: Introductions and Tutorials with DirectX 9.0 |
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The Cg Tutorial |
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read for free |
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Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks |
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Comp****tional Geometry: Algorithms and Applications, 3rd Edition |
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download 2nd Edition (from 2000) for free |
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these errata fixes |
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Michael Abrash's Graphics Programming Black Book |
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read for free |
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Principles of Digital Image Synthesis |
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Simulating Humans: Computer Graphics Animation and Control |
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download for free |
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Introduction to Computing with Geometry |
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download for free |
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An Introduction to Ray Tracing |
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here |
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here |
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Google books |
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Unity |
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Unreal engine |
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CryEngine |
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overflowing table of engines |
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three.js examples page |
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Lee Stemkoski's site |
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Falcor |
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G3D |
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OpenSWR |
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Irrlicht |
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bgfx |
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OGRE |
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Godot |
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sauerbraten |
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Open Scene Graph |
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Coin |
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DOOMs and Quakes |
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ioquake3 site |
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ports of DOOM |
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Wolfenstein |
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MAME |
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Excel |
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this |
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this live interactive three.js demo |
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A trip through the Graphics Pipeline 2011 |
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Humus 3D site |
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this tutorial |
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this description |
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triangle |
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quad |
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this more technical set of slides |
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this reference/tutorial |
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this article |
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NVIDIA-specific extensions for Vulkan |
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Immersive Linear Algebra |
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Eric's course |
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interactive demo |
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here |
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here |
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Dave Eberly's site |
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J.M.P. van Waveren |
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Code |
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Portable Game Library |
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Simple Geometry library |
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done using a vertex shader |
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Maya plugin |
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Graphics Gems |
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article on this topic |
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discusses options to improve precision in depth |
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gives other visualizations of precision problems |
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reversed z-buffer |
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skinning in a compute shader |
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WebGL 2 Examples |
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Unity 3D |
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Learn OpenGL |
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Ronja |
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The Book of Shaders |
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Shadertoy |
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Omar Shehata |
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GLSL Sandbox |
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Shdr |
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Shadershop |
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ISF |
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This article |
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math and formats involved |
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good summary |
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NVIDIA's developer site |
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Humus 3D site |
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WebGL 2 browser demo of depth peeled transparency |
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basic techniques for transparency |
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an artist's view of transparency |
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lavishly illustrated in this blog post |
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Scott R. Nelson's |
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The Importance of Being Linear |
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this one |
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shown in this Shadertoy |
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this page |
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sampling pattern theory here |
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FXAA vs. SMAA |
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problems with MLAA approaches under animation |
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retrospective here |
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article on alpha coverage |
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Anti-Grain Geometry site |
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Will Dobbie's |
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War and Peace demo |
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thorough survey |
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be found here |
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demos here |
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DLSS |
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The three.js anisotropy demo |
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Stéphane Guillitte's "Playing Marble" shadertoy |
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The three.js demo showing multiple texture types |
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manip****tion and compression library |
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Source code |
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DXTC compression and quality comparison |
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DevIL |
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USC-SIPI Image Database |
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Free images |
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Survey of Texture Mapping |
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Fundamentals of Texture Mapping and Image Warping |
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Paul Haeberli's site |
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MeshMapper |
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implementation of megatexturing |
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this demo by Christoph Peters |
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Matt Pettineo's sample app |
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Sample Distribution Shadow Maps scheme |
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CVRL website |
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this overview |
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Poynton's color space FAQ |
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Bruce Lindbloom's site |
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some useful notes |
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is not a simple triangle |
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Advances in Real-Time Rendering |
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blog |
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a surprisingly detailed page |
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Filament |
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Graphics Codex |
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Cornell |
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Columbia-Utrecht |
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FreeSnell |
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watch this |
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his free series of lectures |
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this interactive three.js demo |
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this Shadertoy by Nimitz |
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history of reflection mapping |
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available at this site |
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large set of cube maps |
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IVRPA |
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360 Cities |
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this live interactive three.js demo |
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Global Illumination Compendium |
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visualization |
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gallery of game screenshots |
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BakingLab demo |
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depth of field demo |
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WebGL 2 examples |
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Baking Lab demo |
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G3D |
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"The Spirit" |
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more demos |
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"Fluid Particles" |
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"Southern Delta Aquariids meteor shower" |
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more demos |
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this three.js demo |
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WebGL 2 particle demo |
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point sprites are more efficient |
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in Unity |
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Potree |
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QSplat |
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OpenEXR |
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this live, interactive three.js demo |
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Lee Stemkoski's Bubble demo |
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his site |
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Evan Wallace's live WebGL demo |
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explained here |
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101 |
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Disney |
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USC-HairSalon |
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HLSL spherical harmonics code |
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directional ambient occlusion for clouds |
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Non-Photorealistic Animation and Rendering Proceedings |
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This |
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Prisma |
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part 1 |
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part 2 |
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to appear |
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Stylized Rendering in Games |
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NPR resources page |
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NPRQuake |
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MeshLab |
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Meshlab blog |
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rundown of experiments performed |
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McGuire Graphics Data page |
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Stanford 3D Scanning Repository |
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ORCA |
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guide to using photogrammetry. CGAL has a comp****tional geometry bias, but supports many operations on polygonal models. If you need meshes with various constraints (e.g., avoiding long, thin polygons), try Jonathan Shewchuk's Triangle software. For translating various file formats, we recommend a***imp. For file format information, start at Wikipedia or the Graphics File Format Page. glTF is a new file format that is a tight match with how GPUs store and display 3D data. In the film world, Pixar's Universal Scene Description (USD) software is gaining traction for a***et interchange. Gavin Bell describes a bit more about how to get the normals to point outwards, along with sample code. GTS is an (ancient) open-source, LGPL polygonal manip****tion library that does VIPM, stripification, hierarchical bounding box generation, and more. Mark Duchaineau's free LibGen has simplification code buried in it (see the "surf" library and "surftools" commands). The Virtual Terrain Project has a huge amount of useful information about terrain storage and rendering, large terrain datasets, as well as source code. Curves and Curved Surfaces Figure 17.32 was generated using Tamy Boubekeur's Phong tessellation Windows demo. Figure 17.37 was generated from Iñigo Quilez's shadertoys rainforest and Snail. Pixar's Open Subdiv open source libraries site includes a tutorial on subdivision surfaces. Paul Baker has an old demonstration program with source that tessellates and renders metaballs. We do not cover NURBS in our book, but these are important in CAD. The verb library is a relatively recent open-source system for manip****ting these. Dean Macri has an article on using NURBS in real-time applications at Gamasutra's site. The source code for the book An Introduction to NURBS is available online. There is also an older Sourceforge NURBS manip****tion library. A short history discusses the most famous spline surface model, the Utah Teapot; here's a video about it that Eric made; a C program to generate it is available for download. Pipeline Optimization This beginner guide to GPU optimization does a nice job of discussing some of the major performance bottlenecks and tools used to discover these. We list a number of tools for debugging in the book, here are the links: RenderDoc - a high-quality Windows, Linux, and Android debugger for DirectX, OpenGL, and Vulkan, originally developed by Crytek and now open source. AMD's GPU PerfStudio - AMD's suite of tools for their graphics hardware offerings, working on Windows and Linux. One notable tool provided is a static shader analyzer that gives performance estimates without needing to run the application. AMD's Radeon GPU Profiler is a separate, related tool. NVIDIA Nsight - a performance and debugging system with a wide range of features. It integrates with Visual Studio on Windows and Eclipse on Mac OS and Linux. Microsoft's PIX - has long been used by Xbox developers and has been brought back for DirectX 12 on Windows. Visual Studio's {\em Graphics Diagnostics} can be used with earlier versions of DirectX. GPUView - from Microsoft; uses Event Tracing for Windows (ETW), an efficient event logging system. GPUView is one of several programs that are consumers of ETW sessions. It focuses on the interaction between CPU and GPU, showing which is the bottleneck. Graphics Performance Analyzers (GPA) - a suite from Intel, not specific to their graphics chips, that focuses on performance and frame analysis. Instruments - for Xcode on OS X; has several tools for timing, performance, networking, memory leaks, and more. OpenGL ES Analysis - detects performance and correctness problems and proposes solutions Metal System Trace - provides tracing information from the application, driver, and GPU for Metal applications. For profiling, this tool allows you to see how the waves (warps) are executed; the doc***entation explains various stalls and other problems that can happen. The Kernel Occupancy Viewer is aimed at determining occupancy, how many warps are available for processing. This archived page on occupancy describes how this can be measured and expressed. There are a fair number of in-depth articles on how various engines perform rendering: GTA V - Graphics Study DOOM (2016) - Graphics Study How Unreal Renders a Frame Unreal Engine 4 Rendering World of Tanks: Graphical Update Technical Overview Godot 3's Renderer Design Explained Mud and Water of Spintires: MudRunner Reverse engineering the rendering of The Witcher 3 Tom Forsyth gives his view on renderstate change costs (search "Renderstate change costs"). In these older articles, Christer Ericson discusses how to order draw calls around for efficiency (this article is pretty pop****r) and how to optimize particle systems. Noel Llopis explains the basics of data alignment and what to know to improve efficiency. Concurrency now needs to be designed into rendering systems from the start. Herb Sutter's cla***ic article is a good start as to why this is now so. One pop****r tool for programming in parallel is Intel's Threading Building Blocks. YCoCg compression can be explored with this interactive WebGL demo, explained here. Matt Pharr describes the challenges of reading an extremely large dataset, the Moana island scene. While focused on his ray tracer's performance, the issues of profiling and finding the bottlenecks and memory wasters affect all graphics applications. Acceleration Algorithms The Windows demo used to generate Figure 19.33 still works and can be found here. Quick to download and run, and to the point. The old-but-good book Level of Detail for 3D Graphics covers many aspects of level of detail algorithms in depth. This book has a companion web site. Some excellent examples of LOD popping in games are available; move your mouse in and out of each image to see the effect. See this demo, which runs in your browser, for a straightforward visualization of occlusion culling's effect. Efficient Shading Matt Pettineo has an in-depth rundown of his and others' experiments with various light deferred shading techniques, and provides a demo for testing. He also has an article and code for efficient rendering of deferred decals. Other demos and code for efficient shading of many lights are available, such as: Ola Olsson's clustered forward code, and his older tiled shading code. Andrew Lauritzen's Marc Fauconneau Dufresne's Emil Persson's Jeremiah van Oosten's Sebastian Sylvan gives an overview of Drobot's approach and explains why clustering is so useful. Eidos provides a summary of a deferred+ system they developed, and explain further in GPU Zen. If you want more on micropolygons, these lecture slides from CMU describe the challenges of using this technique on the GPU. Virtual and Augmented Reality There are many sources of information on new VR and AR technologies and applications. These include the Oculus blog, SteamVR, NVIDIA's GameWorks blog, and the Google AR and VR blog. Some of the projects posted in the Made with ARKit are magic. There are also way too many other blogs tracking these fields. Keep an eye on the OpenXR working group, whose goal is to set an open standard for VR and AR applications. Intersection Test Methods We created a 3D Object Intersection page, giving references and pointers to code for a wide variety of object/object intersection tests. Dan Sunday's GeometryAlgorithms.com (defunct, but archived) has some good summaries of algorithms for making bounding containers for various geometric primitives. Graphics Hardware Wikipedia has some excellent articles on hardware-related topics, such as this one on color depth. The comments on this post on our blog are great for why there are high refresh rates. Humus gives a rundown of the various ways of computing and storing z-depths. Valve's Steam hardware survey tracks what is used by their subscribers; incredibly valuable for knowing what is out there. Tech Power Up has an up-to-date summary of the clock speed, memory size, and other characteristics for every major consumer PC GPU. Ars Technica sometimes covers GPU architectures. One reason little is published about commercial graphics hardware architectures is that there are trade secrets and possible patent infringement involved. The Patent Arcade site tracks patent infringement, copyright infringement, and other videogame related legal issues. Knowingly violating patents causes triple damages, so you've been warned. 24 bits of color is usually enough, but not always. Here's an image showing concentric bands only one pixel value apart. On most displays some area of the image will exhibit banding. A good resource on graphics hardware architectures is the course notes for the Beyond Programmable Shading course at SIGGRAPH. NVIDIA's list of technologies gives some information about each. They also have a light overview of conservative rasterization. The UserBenchmark site provides benchmarking, along with GPU ratings, and can find performance problems on systems. FurMark is a free OpenGL stress test. Already mentioned in "Pipeline Optimization" but worth a repeat: This tool allows you to see how the waves (warps) are executed; the doc***entation explains various stalls and other problems that can happen. The Kernel Occupancy Viewer is aimed at determining occupancy, how many warps are available for processing. A recent paper by Zhe Jia et al. dissects various elements of the NVIDIA Volta and compares it to its predecessors. Matt Pharr's The story of ispc discusses the failure of Larrabee, and his subsequent project of making a better compiler for SIMD. Along the way he describes the various political factors that went into decisions. A worthwhile read on a number of levels. Two software-only solutions for making movies of interactive programs are FRAPS and HyperCam. FRAPS also measures and displays the frame rate of any 3D application. There are many little utilities for checking various hardware capabilities, mostly for overclocking but also just educational to examine. GPU-Z displays the GPU's capabilities and monitors temperatures and voltages of various components. The Accelenation site has an excellent history of the early years (1995-2002) of consumer graphics cards. Maximum PC has an extensive visual history of the GPU boards from 1995 on. For a general history of computer graphics, see Wayne Carlson's site. Steve Collins has a fascinating look at ancient consoles from a programmer's perspective. Emulators for many old machines can be found at the Emulator Zone. The Future (resources) Our still image from Claybook doesn't capture its dynamic nature, so check out the preview. GPUs have improving in speed faster than Moore's Law, and this brief article summarizes some reasons why. For a glimpse at what goes into a AAA t**le game, this short (and old, 2013, but worthwhile) video shows some of the many elements involved. Inspired to go write some code? Consider studying the Unreal Engine (some free a***ets) or Unity, each for free. Almost last mention: don't forget our portal for a list of some of the best resources. Collision Detection The Physics Simulation Forum has many threads about collision detection and physical simulation. One related hardware product is NVIDIA's PhysX processor (they purchased Ageia), a dedicated physics action accelerator. A number of free collision detection packages are available on the Web. These include source, and most have limitations on commercial reuse: Bullet Physics Library - library for performing rigid-body collision detection and response. Open source and free for commercial use, and is integrated with Blender. SOLID - Software Library for Interference Detection. Now a commercial product, and GPL'ed with source. ColDet - a free collision detection library for generic polyhedra. Havok - a pop****r commercial library for games Related to collision detection, Qhull implements the Quickhull algorithm for finding convex hulls quickly. The Stony Brook Algorithm Repository has convex hull and other code in its comp****tional geometry section. Real-Time Ray Tracing See our Ray Tracing Resources page. Linear Algebra The interactive Immersive Linear Algebra book is a great way to build up your intuition on the geometric interpretation of various operators and elements. Flipcode has a 3D geometry primer online. Wolfram MathWorld is an incredible resource for (sometimes dense) mathematical definitions. You can find a collection of math-related definitions at Cut the Knot. Christer Ericson has a nice presentation on the scalar triple product, a way to compare the orientation of one line compared to another. He also has a followup article. Maxima is a symbolic comp****tion program, like Mathematica and Maple: you define equations and can easily combine them, integrate, take the derivative, etc. Maxima is GNU source now, and free. Trigonometry Trig formulas, tables, and other mathematical reference material can be found at Dave's Math Tables. Bibliography You can access the bibliography of the book, with many of the articles having hyperlinks. One last mention: our portal is where we list all the best ways to find more information, including Ke-Sen Huang's great conference article site. |
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CGAL |
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Triangle |
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a***imp |
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Wikipedia |
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Graphics File Format Page |
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glTF |
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Universal Scene Description |
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GTS |
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LibGen |
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Virtual Terrain Project |
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large terrain datasets |
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Tamy Boubekeur's Phong tessellation Windows demo |
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rainforest |
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Snail |
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Open Subdiv open source libraries |
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tutorial on subdivision surfaces |
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demonstration program with source |
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verb library |
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Gamasutra's site |
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source code |
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An Introduction to NURBS |
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NURBS manip****tion library |
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Utah Teapot |
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here's a video about it |
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beginner guide to GPU optimization |
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RenderDoc |
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AMD's GPU PerfStudio |
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NVIDIA Nsight |
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Microsoft's PIX |
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GPUView |
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Graphics Performance Analyzers (GPA) |
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Instruments |
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OpenGL ES Analysis |
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Metal System Trace |
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this tool |
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Kernel Occupancy Viewer |
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archived page on occupancy |
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GTA V - Graphics Study |
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DOOM (2016) - Graphics Study |
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How Unreal Renders a Frame |
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Unreal Engine 4 Rendering |
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World of Tanks: Graphical Update Technical Overview |
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Godot 3's Renderer Design Explained |
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Mud and Water of Spintires: MudRunner |
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Reverse engineering the rendering of The Witcher 3 |
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his view |
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order draw calls around |
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optimize particle systems |
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basics of data alignment |
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Herb Sutter's cla***ic article |
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354 |
Intel's Threading Building Blocks |
text |
355 |
this interactive WebGL demo |
text |
356 |
here |
text |
357 |
the challenges of reading an extremely large dataset |
text |
358 |
can be found here |
text |
359 |
Level of Detail for 3D Graphics |
text |
360 |
a companion web site |
text |
361 |
excellent examples |
text |
362 |
this demo |
text |
363 |
an in-depth rundown |
text |
364 |
code for efficient rendering of deferred decals |
text |
365 |
Ola Olsson's |
text |
366 |
tiled shading code |
text |
367 |
Andrew Lauritzen's |
text |
368 |
Marc Fauconneau Dufresne's |
text |
369 |
Emil Persson's |
text |
370 |
Jeremiah van Oosten's |
text |
371 |
gives an overview of Drobot's approach |
text |
372 |
a deferred+ system |
text |
373 |
GPU Zen |
text |
374 |
these lecture slides from CMU |
text |
375 |
Oculus blog |
text |
376 |
SteamVR |
text |
377 |
NVIDIA's GameWorks blog |
text |
378 |
Google AR and VR blog |
text |
379 |
Made with ARKit |
text |
380 |
way too many other blogs |
text |
381 |
OpenXR |
text |
382 |
Dan Sunday's GeometryAlgorithms.com |
text |
383 |
making bounding containers |
text |
384 |
color depth |
text |
385 |
gives a rundown |
text |
386 |
hardware survey |
text |
387 |
up-to-date summary |
text |
388 |
Ars Technica |
text |
389 |
Patent Arcade |
text |
390 |
Beyond Programmable Shading |
text |
391 |
NVIDIA's list of technologies |
text |
392 |
conservative rasterization |
text |
393 |
UserBenchmark |
text |
394 |
FurMark |
text |
395 |
This tool |
text |
396 |
Kernel Occupancy Viewer |
text |
397 |
various elements of the NVIDIA Volta |
text |
398 |
The story of ispc |
text |
399 |
FRAPS |
text |
400 |
HyperCam |
text |
401 |
GPU-Z |
text |
402 |
history of the early years |
text |
403 |
extensive visual history |
text |
404 |
Wayne Carlson's site |
text |
405 |
fascinating look at ancient consoles |
text |
406 |
Emulator Zone |
text |
407 |
check out the preview |
text |
408 |
this brief article |
text |
409 |
this short (and old, 2013, but worthwhile) video |
text |
410 |
the Unreal Engine |
text |
411 |
free a***ets |
text |
412 |
Unity |
text |
413 |
Physics Simulation Forum |
text |
414 |
NVIDIA's PhysX processor |
text |
415 |
Bullet Physics Library |
text |
416 |
SOLID |
text |
417 |
ColDet |
text |
418 |
Havok |
text |
419 |
Qhull |
text |
420 |
Stony Brook Algorithm Repository |
text |
421 |
Immersive Linear Algebra |
text |
422 |
3D geometry primer |
text |
423 |
Wolfram MathWorld |
text |
424 |
Cut the Knot |
text |
425 |
scalar triple product |
text |
426 |
followup article |
text |
427 |
Maxima |
text |
428 |
Dave's Math Tables |
text |
429 |
Ke-Sen Huang's great conference article site |
text |