Graphics Programming Resources
6 hours ago
- #learning
- #resources
- #graphics-programming
- Collection of graphics programming resources curated by meetup attendees.
- Beginner-friendly resources available for those new to graphics programming.
- Guide provided for adding new resources.
- Learn OpenGL recommended for beginners to learn real-time rendering techniques.
- Series of online books available for learning path tracing basics.
- Comprehensive introduction to various computer graphics topics.
- Course available to bridge the gap between toy renderers and fully-fledged renderers.
- Reference on physically based rendering techniques.
- Software rasterization tutorial to demonstrate how graphics APIs work.
- Free book with chapters on physically-based shading, coding projects, and reference pages.
- GPU parallel programming course with a Computer Graphics flavor.
- Vulkan programming guide to understand Vulkan correctly.
- Blog post series on building a BVH from scratch.
- Guide on avoiding common errors using modern OpenGL (4.5+).
- PBRT book chapter on building a BVH.
- Introduction to Monte Carlo ray tracing.
- Improved OpenGL documentation available.
- Techniques for 2D and 3D triangulated line rendering with demo.
- Free online book on game development design patterns.
- WebGPU API tutorial using Rust and wgpu library.
- Basic tutorial on shadow mapping.
- Series of books on advanced ray tracing techniques.
- Kajiya's classic paper on the rendering equation and path tracing algorithm.
- Vulkan programming lecture series from TU Wien.
- Introduction to 2D and 3D computer graphics using WebGL2.
- Lessons on WebGPU available.
- Turner Whitted's original Ray Tracing paper.
- Overview of variance reduction techniques for Monte Carlo rendering.
- Official WebGPU API specification.
- Instance rendering used to draw lines.
- Book on fundamental 3D math concepts for beginners.
- Overview paper on BVH.
- Glossary of terms for compute shader programming with cross-API comparisons.
- Chapter on game loop design decisions.
- Instanced line rendering with alpha-blending.
- Lecture on essential math for game developers.
- Blog post series on implementing a CPU rasterizer from scratch.
- Theory of tone mapping and commonly used operators.
- Eric Veach's Ph.D. thesis on bidirectional light transport algorithms.
- Beginner-friendly path tracing tutorial using Vulkan's ray tracing API.
- Advanced book on light transport theory for global illumination.
- Classic paper on fast and simple filter for ray tracing denoising.
- Interactive introduction to barycentric coordinates.
- Scenes in Tungsten, Mitsuba, and pbrt-v4 formats.
- Free online book on high-performance computing on CPU.
- Talk on building a simple task system using C++14 primitives.
- Blog post on implementing a hybrid ray tracing rendering pipeline.
- Public Domain materials for Physically Based Rendering.
- Overview on half-edge data structure.
- Visual explanation of floating-point depth buffer precision.
- Explanation of direct lighting and next event estimation in ray tracers.
- Book on data-oriented design beyond cache misses and ECS.
- Best practices for high-performance Vulkan renderer.
- Techniques for rendering an outline around an object.
- Classic article on fixed timestep game loop for stable physics simulation.
- Stackoverflow answer on Gimbal lock.
- Forward/deferred shading techniques and tradeoffs.
- Paper on high-performance software rasterization techniques on GPUs.
- Minimalist tutorial on using Vulkan graphics API.
- Combining rasterization and ray tracing for shadow rendering.
- Free online linear algebra book with interactive figures.
- Tutorial on implementing SSAO.
- Learn OpenGL article on cascaded shadow mapping.
- Introduction to wavefront path tracing.
- Series on custom memory allocators from simple to complex.
- Comprehensive learning resource for Vulkan ray tracing.
- Classic reference on parallel prefix sum algorithms.
- NVIDIA paper on Percentage-Closer Soft Shadows (PCSS).
- Book on shaders from an artistic perspective.
- Single-header BVH construction and traversal library.
- Interactive introduction to quaternions focusing on intuition.
- Tutorial on using VK_KHR_dynamic_rendering extension in Vulkan.
- Book comparing OpenGL and Vulkan APIs with renderer recipes.
- Introduction to math routines with Grassman algebra.
- Comprehensive mathematical techniques for computer graphics.
- Book challenging to build a Whitted-style ray tracer from scratch.
- Reference book on collision detection and acceleration data structures.