- http://aras-p.info/texts/CompactNormalStorage.html
- http://www.realtimerendering.com/blog/deferred-lighting-approaches/
- http://d.hatena.ne.jp/hanecci/20130818/p1 (about Gbuffer layouts in games)
- http://bassser.tumblr.com/post/11626074256/reconstructing-position-from-depth-buffer
- https://gist.github.com/fisch0920/6770346
- http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
- https://software.intel.com/sites/default/files/m/d/4/1/d/8/lauritzen_deferred_shading_siggraph_2010.pdf
- https://mynameismjp.wordpress.com/2012/03/31/light-indexed-deferred-rendering/
- http://leifnode.com/2015/05/tiled-deferred-shading/
- https://bartwronski.com/2017/04/02/small-float-formats-r11g11b10f-precision/
- https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/ (deferred texturing)
- https://bartwronski.com/2017/04/02/small-float-formats-r11g11b10f-precision/
- http://roar11.com/2015/07/screen-space-glossy-reflections/
- https://sakibsaikia.github.io/2016/12/26/Screen-Space-Reflection-in-Killing-Floor-2.html
- http://www.derschmale.com/2013/12/20/an-alternative-implementation-for-hbao-2/
- http://john-chapman-graphics.blogspot.fr/2013/01/ssao-tutorial.html
- https://mtnphil.wordpress.com/2013/06/26/know-your-ssao-artifacts/
- http://remi-genin.fr/blog/screen-space-plane-indexed-reflection-in-ghost-recon-wildlands/
- https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/
- https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/visibility-problem-depth-buffer-depth-interpolation
- http://chrishecker.com/Miscellaneous_Technical_Articles
- http://www.cbloom.com/3d/techdocs/pipeline.txt
- https://github.com/ssloy/tinyrenderer/wiki
- http://www.saltgames.com/article/lineOfSight/
- http://www.iryoku.com/smaa/
- http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/
- http://www.dice.se/wp-content/uploads/2014/12/GDC11_DX11inBF3_Public.pdf
- http://timothylottes.blogspot.fr/2013/03/entire-blog-is-down-for-spring-cleaning.html
- http://www.java-gaming.org/index.php?topic=34555.0
- http://hacksoflife.blogspot.fr/2011/04/so-many-aa-techniques-so-little-time.html
- https://blog.codinghorror.com/fast-approximate-anti-aliasing-fxaa/
- http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
- http://www.geforce.com/whats-new/articles/introducing-the-geforce-gtx-680-gpu#fxaa
- http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
- http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf
- http://http.developer.nvidia.com/GPUGems/gpugems_ch14.html
- http://www.codinglabs.net/tutorial_opengl_deferred_rendering_shadow_mapping.aspx
- http://madebyevan.com/shaders/lightmap/
- https://forums.tigsource.com/index.php?topic=8803.0 (2D)
- https://seblagarde.wordpress.com/2012/12/10/observe-rainy-world/
- https://web.archive.org/web/20111113000538/http://www.gamasutra.com/gdce/2001/jensen/jensen_04.htm
- https://web-beta.archive.org/web/20161112011253/https://community.eidosmontreal.com/blogs/hitman-ocean-tech
- https://www.fxguide.com/featured/assassins-creed-iii-the-tech-behind-or-beneath-the-action/
- https://www.khronos.org/webgl/wiki_1_15/images/2016-07-28_WebGL_BOF_PBR.pdf
- http://artisaverb.info/PBT.html
- https://github.com/RobertBeckebans/RBDOOM-3-BFG/commit/e9e0fd3c0860ada0aa508d9d7f278295010bbbde
- http://www.codinglabs.net/article_physically_based_rendering_cook_torrance.aspx
- http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_notes.pdf
- http://www.trentreed.net/blog/physically-based-shading-and-image-based-lighting/
- http://www.crytek.com/download/2014_03_25_CRYENGINE_GDC_Schultz.pdf
- https://seblagarde.wordpress.com/tag/physically-based-rendering/
- http://www.alexandre-pestana.com/physically-based-rendering-viewer/
- http://blog.selfshadow.com/2011/07/22/specular-showdown/
- https://mjp.codeplex.com/releases/view/109905
- http://vision.ime.usp.br/~acmt/hakyll/assets/files/wynn.pdf
- http://www0.cs.ucl.ac.uk/staff/j.kautz/GameCourse/04_PointLights.pdf
- https://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
- https://www.fxguide.com/featured/game-environments-partc/
- http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
- http://blog.selfshadow.com/publications/s2015-shading-course/rad/s2015_pbs_rad_slides.pdf
- http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a_notes.pdf
- http://computergraphics.stackexchange.com/questions/3955/physically-based-shading-ambient-indirect-lighting/3959#3959
- https://mynameismjp.wordpress.com/2016/10/09/new-blog-series-lightmap-baking-and-spherical-gaussians/
- https://mynameismjp.wordpress.com/2016/10/09/sg-series-part-6-step-into-the-baking-lab/
- http://blog.tobias-franke.eu/2014/03/30/notes_on_importance_sampling.html
- https://basesandframes.wordpress.com/2016/05/11/spherical-harmonic-lighting-the-gritty-details/
- http://graphicrants.blogspot.fr/2013/08/specular-brdf-reference.html
- https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/
- https://extremeistan.wordpress.com/2014/05/11/realtime-global-illumination-techniques-collection/
- http://blog.hvidtfeldts.net/index.php/2012/10/image-based-lighting/
- http://blog.tobias-franke.eu/2014/03/30/notes_on_importance_sampling.html
- https://mynameismjp.wordpress.com/2016/10/09/new-blog-series-lightmap-baking-and-spherical-gaussians/
- http://blog.selfshadow.com/publications/blending-in-detail/
- http://graphics.cs.brown.edu/games/SteepParallax/index.html
- http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28
- http://learnopengl.com/#!Advanced-Lighting/Parallax-Mapping
- https://developer.amd.com/wordpress/media/2012/10/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf
- http://apoorvaj.io/exploring-bump-mapping-with-webgl.html
- http://www.iquilezles.org/www/index.htm
- http://blog.hvidtfeldts.net/index.php/2011/06/distance-estimated-3d-fractals-part-i/
- http://hughsk.io/fragment-foundry/chapters/01-hello-world.html
- http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
- http://www.gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
- http://easings.net/ (easing functions visualized)
- http://blog.hypersect.com/interpreting-analog-sticks/
- https://www.3dgep.com/understanding-quaternions/
- http://www.gamasutra.com/blogs/TequilaWorks/20160620/275347/How_to_take_advantage_of_textures_in_the_vertex_shader.php
- http://fragmentbuffer.com/gpu-performance-for-game-artists/
- http://pixeljetstream.blogspot.fr/2015/02/life-of-triangle-nvidias-logical.html
- https://sites.google.com/site/opengltutorialsbyaks/home
- https://www.imgtec.com/blog/how-to-improve-your-renderer-on-powervr-based-platforms/
- https://github.com/MattPD/cpplinks/blob/master/comparch.gpu.md
- https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
- http://latchup.blogspot.fr/2016/02/life-of-triangle.html
- http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
- https://shaneycg.github.io/ducktales-remastered-texture-compression/
- http://renderingpipeline.com/2013/09/simulating-khr_debug-on-macos-x/
- https://github.com/dolphin-emu/dolphin/blob/master/Source/Core/VideoCommon/DriverDetails.h#L75
- http://www.humus.name/Articles/Persson_LowLevelThinking.pdf
- http://www.humus.name/Articles/Persson_LowlevelShaderOptimization.pdf
- http://procworld.blogspot.fr/2012/03/building-rooms.html
- http://gamedev.stackexchange.com/questions/47917/procedural-house-with-rooms-generator
- http://larc.unt.edu/ian/research/clutter/
- https://procjam.tumblr.com/post/99689402659/procedural-generation-tutorials-getting-started
- http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
- http://pcgbook.com
- https://www.rockpapershotgun.com/2015/07/28/how-do-roguelikes-generate-levels/#more-303483
- http://vterrain.org
- http://cleveralgorithms.com/nature-inspired/index.html (more general than PG)
- https://www.guerrilla-games.com/read/gpu-based-procedural-placement-in-horizon-zero-dawn
- https://github.com/benMcChesney/OF_Kinect_Tutorials
- http://blog.nelga.com/setup-microsoft-kinect-on-mac-os-x-10-9-mavericks/
- http://www.froyok.fr/documents/making_of_sotc.pdf
- http://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2
- http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
- http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
- http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/
- http://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study/
- https://simonschreibt.de
- http://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/El_Mansouri_Jalal_Rendering_Rainbow_Six.pdf
- http://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf
- http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
- http://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2
- http://www.froyok.fr/blog/2012-09-breakdown-batman-arkham-city
- https://engineering.riotgames.com/news/trip-down-lol-graphics-pipeline
- https://www.digitalfoundry.net/browse (videos)
- http://solid-angle.blogspot.fr/2014/03/bioshock-infinite-lighting.html
- https://interplayoflight.wordpress.com/2015/04/08/the-rendering-technology-of-skysaga-infinite-isles/#more-439
- https://jlv-notes.tumblr.com/post/162467448990/experiment-with-sh3-like-texture-effects
- http://fabiensanglard.net/doomIphone/doomClassicRenderer.php
- https://renderdoc.org/blog/Graphics-in-Plain-Language/
- https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/
- http://www.elopezr.com/the-rendering-of-middle-earth-shadow-of-mordor/
- http://www.elopezr.com/castlevania-lords-of-shadow-2-graphics-study/
- http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/building_3d_with_ikea
- http://www.cartoonbrew.com/vfx/cg-actors-logan-never-knew-149013.html
- https://www.nytimes.com/2016/12/27/movies/how-rogue-one-brought-back-grand-moff-tarkin.html?_r=0
- http://www.pushing-pixels.org/fui/
- https://vfxblog.com/2017/08/23/the-tech-of-terminator-2-an-oral-history/
- https://www.scratchapixel.com
- http://www.essentialmath.com/tutorial.htm
- http://antongerdelan.net/opengl/index.html
- http://www.lighthouse3d.com
- https://learnopengl.com
- http://www.opengl-tutorial.org
- http://www.sprite-kit.com/tutorials/
- https://cs184.org
- https://studentportalen.uu.se/portal/portal/uusp/student/webpage?uusp.portalpage=true&mode=webpage248120&toolMode=studentUse&entityId=104401&toolAttachmentId=248120
- http://www.roxlu.com (various tricks)
- https://thebookofshaders.com
- http://kesen.realtimerendering.com
- http://gdcvault.com/free
- http://advances.realtimerendering.com
- https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01.html
- http://tfpsly.free.fr/bookmarks.html
- https://github.com/dariusk/corpora (texts)
- http://datasets.visionbib.com/index.html (computer vision)
- http://www.davidrumsey.com/luna/servlet/view/all (old maps)
- http://graphics.cs.williams.edu/data/meshes.xml (meshes)
- http://www0.cs.ucl.ac.uk/staff/M.Firman/RGBDdatasets/ (rgbd pictures)
- http://gl.ict.usc.edu/Data/HighResProbes/ (HDR spheres/cubemaps)
- http://web.eecs.umich.edu/~sugih/courses/eecs487/glfw-howto/
- http://tfpsly.free.fr/bookmarks.html
- https://github.com/syoyo/tinyexr
- http://breno.sarmen.to/midi_documentation/list.html
- http://littleosbook.github.io/#introduction
- http://si.org/projects/project1/index.html
- http://cocoamine.net/blog/2015/03/20/replacing-photoshop-with-nsstring/
- https://sonnati.wordpress.com/2014/06/20/h265-part-i-technical-overview/
- https://github.com/nothings/stb
- https://github.com/nothings/single_file_libs
- https://medium.com/retronator-magazine/pixels-and-voxels-the-long-answer-5889ecc18190
- https://github.com/cameronswinoga/yabfc/wiki/Generating-executable-files-from-scratch
- https://fms-cat.github.io/thump/
- http://skilldrick.github.io/easy6502/#snake
- http://codetapper.com/amiga/sprite-tricks/
- http://2x-1.net/ob/gray1/
- https://media.ccc.de/v/33c3-8029-the_ultimate_game_boy_talk
- http://problemkaputt.de/gbatek.htm
- https://github.com/devkitPro/libnds
- http://libnds.devkitpro.org/videoGL_8h.html
- https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering
- http://www.coranac.com/tonc/text/toc.htm
- http://gbdev.gg8.se/wiki/articles/Tutorials
- https://www.cs.rit.edu/~tjh8300/CowBite/CowBiteSpec.htm
- http://members.iinet.net.au/~freeaxs/gbacomp/
- https://web.archive.org/web/20110415235959/http://home.no:80/neogeo/HOVEDSIDE_INDEX/GBA_HOVEDSIDE_INDEX_ENGELSK/index.html
- https://38leinad.wordpress.com/2012/03/03/gameboy-development-on-mac-os-x/
- https://cturt.github.io/cinoop.html
- http://web.archive.org/web/20150725052552/http://www.hsfortuna.pwp.blueyonder.co.uk/
- https://github.com/ps2dev
- http://glampert.com/2015/02-27/ps2-homebrew-setting-up-the-environment/
- https://bitbucket.org/glampert/ps2dev-tests/src/cb6f77908e2fe4f775bfaceba66ba14d93a244c2/source/framework/?at=master
- https://basesandframes.wordpress.com/2016/07/25/procedural-rendering-on-ps2/
- http://ps2home.freeforums.net/thread/10/ps2dev-tutorial-playstation2-basics-saveski
- http://ps2linux.no-ip.info/playstation2-linux.com/projects/3dprotut/index.html
- http://lukasz.dk/playstation-2-programming/an-introduction-to-ps2dev/
- http://archive.arstechnica.com/reviews/1q00/playstation2/m-ee-1.html
- https://arstechnica.com/features/2000/04/ps2vspc/
- http://lukasz.dk/playstation-2-programming/archive/
- https://en.wikipedia.org/wiki/PlayStation_2_technical_specifications
- https://cturt.github.io/ps4.html
- https://web.archive.org/web/20150119223506/http://www.maximumpc.com/article/features/graphics_extravaganza_ultimate_gpu_retrospective
- http://www.righto.com/2015/05/the-texas-instruments-tmx-1795-first.html
- http://www.reenigne.org/blog/1k-colours-on-cga-how-its-done/
- http://www.filfre.net (history of adventure games)
- https://community.arm.com/graphics/b/blog/posts/temporal-anti-aliasing
- http://advances.realtimerendering.com/s2017/DecimaSiggraph2017.pdf
- http://www.gdcvault.com/play/1022970/Temporal-Reprojection-Anti-Aliasing-in
- https://bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing/
- http://john-chapman-graphics.blogspot.fr/2013/01/per-object-motion-blur.html
- https://in4k.github.io/
- https://nbertoa.wordpress.com/2017/05/21/bre-architecture-series-part-3-helpers/
- https://web.archive.org/web/20151117025338/http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106
- http://jankautz.com/courses/GameCourse/05_EnvMaps.pdf
- https://blog.demofox.org/2017/05/29/when-random-numbers-are-too-random-low-discrepancy-sequences/
- http://opengl.datenwolf.net/gltut/html/History%20of%20Graphics%20Hardware.html
- http://alasir.com/software/glide/
- https://zeuxcg.org/2009/01/31/view-frustum-culling-optimization-introduction/
- http://frictionalgames.blogspot.fr/2014/01/tech-feature-ssao-and-temporal-blur.html
- https://blog.demofox.org/2016/02/22/gpu-texture-sampler-bezier-curve-evaluation/
- https://www.gamasutra.com/blogs/PavelZagrebelnyy/20171116/309626/Mud_and_Water_of_SpintiresMudRunner.php
- https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
- https://bazhenovc.github.io/blog/post/gpu-driven-occlusion-culling-slides-lif/
- https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
- http://deadendthrills.com/future-imperfect-the-lost-art-of-westwoods-blade-runner/
- http://astralcode.blogspot.fr/2017/09/reverse-engineering-rendering-of.html
- https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
- https://fgiesen.wordpress.com/2010/10/17/view-frustum-culling/
- https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/
- https://github.com/Aman-Sachan-asach/WebGL-Clustered-Deferred-Forward-Plus#webgl-clustered-deferred-and-forward-shading
- https://github.com/mxgmn/WaveFunctionCollapse/blob/master/README.md
- https://grahamhazel.com/blog/2017/12/22/converting-sh-radiance-to-irradiance/
- http://www.crinkler.net
- http://ourmachinery.com/post/vulkan-pipelines-and-render-states/
- http://6octaves.blogspot.fr/2017/06/interview-with-japanese-demoscener.html?m=1
- https://community.eidosmontreal.com/blogs/hitman-ocean-tech
- http://ashthorp.com/ghost-in-the-shell
- https://www.youtube.com/watch?v=VFHYaH5Vr4I
- "A Qualitative and Quantitative Evaluation of 8 Clear Sky Models", TVCG: https://arxiv.org/abs/1612.04336
- https://ebruneton.github.io/precomputed_atmospheric_scattering/
- https://github.com/ebruneton/clear-sky-models
- http://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf
- http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture
- http://xlgames-inc.github.io/posts/sphericalharmonics1/
- https://imdoingitwrong.wordpress.com/2011/04/14/spherical-harmonics-wtf/
- https://software.intel.com/en-us/articles/dynamic-resolution-rendering-article
- https://github.com/dtrebilco/PreMulAlpha
- http://blog.magnum.graphics/guest-posts/area-lights-with-ltcs/
- https://sites.google.com/site/monshonosuana/directxno-hanashi-1/directx-149 (screen space reflections)
- https://devblogs.nvidia.com/the-peak-performance-analysis-method-for-optimizing-any-gpu-workload/
- https://chetanjags.wordpress.com/2015/08/26/image-based-lighting/
- https://turanszkij.wordpress.com/2018/01/10/optimizing-tile-based-light-culling/amp/
- http://www.intrinsic-engine.com/reverse-z-cheat-sheet/
- https://weblogs.asp.net/fbouma/let-s-add-a-photo-mode-to-wolfenstein-ii-the-new-colossus-pc
- http://www.yosoygames.com.ar/wp/2018/03/vertex-formats-part-1-compression/
- http://blog.mecheye.net/2018/03/deconstructing-the-water-effect-in-super-mario-sunshine/
- http://simonstechblog.blogspot.fr/2013/01/implementing-voxel-cone-tracing.html
- http://www.tylermw.com/throwing-shade/
- http://lousodrome.net/blog/light/2017/01/03/intersection-of-a-ray-and-a-cone/