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16 | 16 | <!-- Load markdeep and set it to not automatically render markdown -->
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17 | 17 | <script>markdeepOptions = { mode: 'markdeep', tocStyle: 'long' };</script>
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18 | 18 | <script src="/scripts/markdeep.min.js"></script>
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19 |
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20 | 20 | <title>Resources</title>
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21 | 21 | </head>
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22 | 22 |
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23 | 23 | <body>
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24 | 24 | <code style="display:none" id="content">
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25 | 25 | (#) Resources for Graphics Programming
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26 |
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27 | 27 | <nav class="mx-auto text-center">
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28 | 28 | [Home](/) • [Resources](/resources) • [Showcase](/showcase)
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29 | 29 | </nav>
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59 | 59 | * [Brendan Galea's Vulkan Game Engine series](https://www.youtube.com/watch?v=Y9U9IE0gVHA&list=PL8327DO66nu9qYVKLDmdLW_84-yE4auCR)
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60 | 60 |
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61 | 61 | # Shader Programming
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62 |
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63 | 63 | ## Tutorials
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64 | 64 | * [Shaders For Game Devs by Freya Holmér](https://www.youtube.com/playlist?list=PLImQaTpSAdsCnJon-Eir92SZMl7tPBS4Z)
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65 | 65 | * [The Art of Code shader tutorials](https://www.youtube.com/c/TheArtofCodeIsCool)
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66 | 66 |
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67 | 67 | ## Guides
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68 | 68 | * [3D Game Shaders for Beginners](https://github.com/lettier/3d-game-shaders-for-beginners)
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69 | 69 | * [Book Of Shaders](https://thebookofshaders.com/)
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70 |
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71 | 71 | # Techniques
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72 |
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73 | 73 | ## Render Graphs
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74 | 74 | * [FrameGraph: Extensible Rendering Architecture in Frostbite](https://www.slideshare.net/DICEStudio/framegraph-extensible-rendering-architecture-in-frostbite)
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75 | 75 | * [High-Level Rendering Using Render Graphs](https://ourmachinery.com/post/high-level-rendering-using-render-graphs/)
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76 | 76 | * [Organizing GPU Work with Directed Acyclic Graphs](https://levelup.gitconnected.com/organizing-gpu-work-with-directed-acyclic-graphs-f3fd5f2c2af3)
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77 | 77 | * [Render graphs and Vulkan - a deep dive](https://themaister.net/blog/2017/08/15/render-graphs-and-vulkan-a-deep-dive/)
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78 |
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79 | 79 | ## Tonemapping
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80 | 80 | * [Community Tone Mapping Guide](/resources/tonemapping/index.html)
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81 | 81 | * [Dynamic Range, Exposure, and Tone Mapping](https://www.cl.cam.ac.uk/~rkm38/pdfs/tone_mapping.pdf)
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82 | 82 | * [Filmic Worlds Blog](http://filmicworlds.com/blog/)
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83 | 83 | * [High Dynamic Range Imaging Book](https://www.cl.cam.ac.uk/~rkm38/pdfs/mantiuk15hdri.pdf)
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84 | 84 | * [Tone Mapping (slides)](https://www.cl.cam.ac.uk/~rkm38/pdfs/tone_mapping.pdf)
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85 |
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86 | 86 | ## Image-Based Lighting
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87 | 87 | * [The Definitive Weta Digital Guide to IBL](https://www.fxguide.com/fxfeatured/the-definitive-weta-digital-guide-to-ibl/)
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88 | 88 |
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94 | 94 |
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95 | 95 | # Raytracing
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96 | 96 | * [Raytracing in one week-end series](https://raytracing.github.io/)
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97 |
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| 97 | + * [iquilezles.org](https://iquilezles.org/articles) Various articles on raytracing and related techniquesi |
| 98 | + |
98 | 99 | # Various Related Resources
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99 | 100 | * [Fix Your Timestep](https://gafferongames.com/post/fix_your_timestep/)
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100 | 101 | * [Finding Your Home in Game Graphics Programming](http://alextardif.com/LearningGraphics.html)
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103 | 104 | * [Scratchapixel](https://www.scratchapixel.com)
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104 | 105 | * [The Graphics Codex](https://graphicscodex.com/)
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105 | 106 | * [noclip : A digital museum of video game levels ](https://noclip.website)
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106 |
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107 | 107 |
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108 | 108 | </code>
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109 | 109 |
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