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Gamma, gamut, tone mapping, color, sRGB

sRGB learning curve
https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm

Color Math
http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf

The Importance of Terminology and sRGB Uncertainty
http://colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/

Color banding
http://simonschreibt.de/gat/colorbanding/

Dithering
http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/

Tone-mapping and CRT
http://timothylottes.blogspot.co.uk/2015/09/tonemapping-slot-mask-simulation.html

PBR and gamma
http://marcinignac.com/blog/pragmatic-pbr-setup-and-gamma/

Pipelines

Light Indexed Deferred Rendering
http://richg42.blogspot.rs/2015/12/light-indexed-deferred-rendering.html

Deferred material rendering system
https://onedrive.live.com/view.aspx?resid=EBE7DEDA70D06DA0!115&app=PowerPoint&authkey=!AP-pDh4IMUug6vs

Deferred Texturing
http://www.reedbeta.com/blog/2014/03/25/deferred-texturing/

Clustered shading
http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=efficient_shading_s2015
http://www.humus.name/Articles/PracticalClusteredShading.pdf

Forward+
http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/

PBR

PBS course SIGGRAPH
http://blog.selfshadow.com/publications/s2015-shading-course/

Ready at Dawn SIGGRAPH
http://www.readyatdawn.com/ready-at-dawn-siggraph/

Physically based shading at Disney
https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf

Moving Frostbite to PBR
http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf

Physically-Based Shading Models in Film and Game Production
http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a_notes.pdf

Multiple-scattering microfacet BSDF with Smith model
https://eheitzresearch.wordpress.com/240-2/

BSDF bonanza
http://forums.odforce.net/topic/20682-bsdf-bonanza-ggx-microfacets-disney-brdf-and-more/

PBR theory
http://www.marmoset.co/toolbag/learn/pbr-theory

Physically based lighting at Pixar
http://graphics.pixar.com/library/PhysicallyBasedLighting/paper.pdf

Diffraction and reflection
https://hal.inria.fr/hal-01224702

Why Phong and Beckmann have similar shape
http://www.johndcook.com/blog/2010/04/29/simple-approximation-to-normal-distribution/

PBR - Bart Wronski
http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-1-introduction/
http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-2-practical-problems/

GGX mobile
http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf

PBR
http://jmonkeyengine.org/301308/physically-based-rendering-part-3/

PBR guide
https://www.allegorithmic.com/pbr-guide

Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals
https://hal.inria.fr/hal-00996995v2/document

PBR collection
https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/

Shadows

Real-time shadows at Crytek
www.realtimeshadows.com/sites/default/files/Playing with Real-Time Shadows_0.pdf

Ray traced shadows vs cascaded shadows
http://blog.imgtec.com/multimedia/ray-traced-shadows-vs-cascaded-shadow-maps

Clustered shadows
http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shadows_tvcg

Soft shadows Last of Us style
http://robert.cupisz.eu/post/115059013316/soft-shadows

Frustum traced shadows with irregular z-buffer
http://chriswyman.org/papers.html

Dithering and temporal supersample shadows
http://www.alexandre-pestana.com/shadows-using-dithering-and-temporal-supersampling/

Breakdowns

Next-gen postprocessing of Call of Duty
http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare

Assassin's Creed II
http://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2 Fabrice Piquet (@Froyok)

Graphics of Fallout 4
https://bethesda.net/?utm_source=Twitter&utm_medium=social&utm_campaign=11415-FO-graphics#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45

GTA V
http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/

Watch Dogs
http://renderdoc.org/blog/Graphics-in-Plain-Language/

Deus Ex
http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/

Rendering in Marmoset Toolbag
http://cis700-003-spring-2014.github.io/lectures/mset_rendering_april29_2014.pdf

Rendering of Far Cry 4
https://dl.dropboxusercontent.com/u/16861957/gdc2015_rendering_the_world_of_far_cry_4.pdf

Supreme Commander
http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/?utm_content=buffer49f97&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

SkySaga
https://interplayoflight.wordpress.com/2015/04/08/the-rendering-technology-of-skysaga-infinite-isles/

Tomorrow Children
http://fumufumu.q-games.com/archives/TheTechnologyOfTomorrowsChildrenFinal.pdf

next-gen post-processing pipeline
http://bartwronski.com/2014/12/09/designing-a-next-generation-post-effects-pipeline/

Lords of the Fallen
http://de.slideshare.net/philiphammer/the-rendering-technology-of-lords-of-the-fallen-game-connection-europe-2014

GRID autosport
http://blog.codemasters.com/wp-content/uploads/2014/10/Rendering-Fields-of-Grass-using-DirectX11-in-GRID-Autosport.pdf

Making of Forza
http://www.eurogamer.net/articles/digitalfoundry-2014-the-making-of-forza-horizon-2

GFX resources

Eric Heitz research
https://eheitzresearch.wordpress.com/research/

Gamedev daily
http://gamedevdaily.io/

Real-time rendering
http://advances.realtimerendering.com/

Journal of Computer Graphics Techniques
http://jcgt.org/

Pixar Library
http://graphics.pixar.com/library/

http://gregory-igehy.hatenadiary.com/

http://scratchapixel.com/

http://www.iquilezles.org/www/

http://faculty.cs.tamu.edu/schaefer/research/

http://blog.selfshadow.com/2014/08/14/siggraph-2014-links/

Other

Anti-aliasing techniques overview
http://www.dahlsys.com/misc/antialias/index.html
http://www.beyond3d.com/content/articles/122

Real-time Rendering of Physically Based Optical Effect in Theory and Practice (Bokeh dof, lens, camera, lens)
http://research.tri-ace.com/s2015.html

Font rendering
https://lambdacube3d.wordpress.com/2014/11/12/playing-around-with-font-rendering/

PRT
https://twitter.com/abstractalgo/status/646053649894912000

Temporal reprojection
http://bitsquid.blogspot.jp/2015/09/temporal-reprojection-and-sao.html

Temporal supersampling
bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing
http://bartwronski.com/2014/04/27/temporal-supersampling-pt-2-ssao-demonstration/

SS glossy reflections
http://roar11.com/2015/07/screen-space-glossy-reflections/

Glare generation of wave optics
http://nae-lab.org/~kaki/paper/PG2004/Kakimoto2004Glare.pdf

SVO Voxel cone tracing GI
http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/
http://tu-dresden.de/die_tu_dresden/fakultaeten/fakultaet_informatik/smt/cgv/lehre/ergebnisse_studentischer_arbeiten/belege/salm_mirko/files/GIVoxels.pdf
http://fumufumu.q-games.com/archives/000934.php

Blur algorithms (dof, bloom)
https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms

Extracting BRDF for surface param
http://liris.cnrs.fr/~jdupuy/egsr15/egsr15.pdf

GI, RSM, dynamic
http://www.slideshare.net/WolfgangEngel

SIMD at Insomniac games
https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf

The Order 1886 rendering rocks
http://c0de517e.blogspot.rs/2015/02/why-rendering-in-order-1886-rocks.html
http://www.eurogamer.net/articles/digitalfoundry-2015-the-order-1886-tech-analysis
https://www.youtube.com/watch?v=lZx9gPo3tws&feature=youtu.be

oh my god
http://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf

Life of a triangle
http://pixeljetstream.blogspot.de/2015/02/life-of-triangle-nvidias-logical.html

Physically based camera
https://placeholderart.wordpress.com/2014/12/15/implementing-a-physically-based-camera-automatic-exposure/ https://placeholderart.wordpress.com/2015/01/19/implementation-notes-physically-based-lens-flares/

Hair meshes
http://faculty.cs.tamu.edu/schaefer/research/hair.pdf
http://faculty.cs.tamu.edu/schaefer/research/slides/hair_slides.pdf

Understanding camera exposure
https://placeholderart.wordpress.com/2014/11/16/implementing-a-physically-based-camera-understanding-exposure/

SIMT, SMT, SIMT
http://yosefk.com/blog/simd-simt-smt-parallelism-in-nvidia-gpus.html

SSAO overview
http://frederikaalund.com/a-comparative-study-of-screen-space-ambient-occlusion-methods/

Stuttering in graphics
https://developer.nvidia.com/sites/default/files/akamai/gameworks/CN/Stuttering_Analysis_EN.pdf

Local cubemaps
https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/

Disney Hyperion renderer
https://www.fxguide.com/featured/disneys-new-production-renderer-hyperion-yes-disney/

Fast and accurate motion blur
http://graphics.cs.williams.edu/papers/MotionBlurHPG14/

Reyes
https://www.fxguide.com/featured/rendermanris-and-the-start-of-next-25-years/

@citruslee
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hi, if you don't mind, I've put this link on my blog :) http://citrusfu.blogspot.sk/2015/12/graphics-resources-yay.html

@TimvanScherpenzeel
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TimvanScherpenzeel commented Mar 26, 2018

Hi,

Thank you for all the links. I have noticed that some links are outdated and others are dead.

Outdated:

sRGB learning curve
Should be: https://medium.com/game-dev-daily/the-srgb-learning-curve-773b7f68cf7a

Moving Frostbite to PBR
Should be: https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/
Should be: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf

Dead links:

Tone-mapping and CRT
http://timothylottes.blogspot.co.uk/2015/09/tonemapping-slot-mask-simulation.html

GGX mobile
http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf

PBR
http://jmonkeyengine.org/301308/physically-based-rendering-part-3/

Real-time shadows at Crytek
www.realtimeshadows.com/sites/default/files/Playing with Real-Time Shadows_0.pdf

Ray traced shadows vs cascaded shadows
http://blog.imgtec.com/multimedia/ray-traced-shadows-vs-cascaded-shadow-maps

Clustered shadows (perhaps it still is on the website)
http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shadows_tvcg

http://gamedevdaily.io/

Rendering of Far Cry 4
https://dl.dropboxusercontent.com/u/16861957/gdc2015_rendering_the_world_of_far_cry_4.pdf

Graphics of Fallout 4
https://bethesda.net/?utm_source=Twitter&utm_medium=social&utm_campaign=11415-FO-graphics#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45

Extracting BRDF for surface param
http://liris.cnrs.fr/~jdupuy/egsr15/egsr15.pdf

Fast and accurate motion blur
http://graphics.cs.williams.edu/papers/MotionBlurHPG14/

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