- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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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/
This is just a quick list of resourses on TDA that I put together for @rickasaurus after he was asking for links to papers, books, etc on Twitter and is by no means an exhaustive list.
Both Carlsson's and Ghrist's survey papers offer a very good introduction to the subject
- Topology and Data by Gunnar Carlsson
- Barcodes: The Persistent Topology of Data by Robert Ghrist
- Extracting insights from the shape of complex data using topology A good introductory paper in Nature on the
Mapper
algorithm.
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a shader executes per pixel | |
so every thing you see here is he function for every pixel | |
raymarching is in principe a function that finds the closest point to any surface in the world | |
then we move our point by that distance and use the same function, | |
the function will probably be closer to an object in the world every time | |
and after about 40 to 200 iterations you'll either have found an object or | |
missed them all into infinity |