Gathering links about projects, books, articles, etc.
- An Introduction to Deep Learning on Meshes
- Learning an Intrinsic Garment Space for Interactive Authoring of Garment Animation
- DPM-SOLVER++
- High-Resolution Image Synthesis with Latent Diffusion Models
- Objaverse-XL: A Universe of 10M+ 3D Objects
- LoRA: Low-Rank Adaptation of Large Language Models
- DreamBooth: Fine Tuning Text-to-Image Diffusion Models for Subject-Driven Generation
- Geometric Deep Learning
- Machine Learning and Rendering
- Physics-Based Differentiable Rendering: From Theory to Implementation
- Game AI techniques from algorithmic approach to machine learning
- Practical Machine Learning for Rendering
- Implicit Visibility and Antiradiance for Interactive Global Illumination
- Instant Global Illumination on the GPU using OptiX
- Practical dynamic lighting for large-scale game environments
- Point-Based Global Illumination for Movie Production
- Real-Time Diffuse Global Illumination based on Voxelization
- Voxel-based global illumination
- Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm
- Real-Time Diffuse Global Illumination based on Voxelization
- The Implementation Of A Hair Scattering Model
- Advanced Techniques in Real-time Hair Rendering and Simulation Siggraph 2010
- Physically Based Hair Shading in Unreal
- Let’s Get Physical: The Hairy History of Shading at MPC
- Path Guiding in Production
- Vectorized Production Path Tracing
- Path tracing in Production Modern Path Tracing
- Path tracing in Production Making Movies
- The Path Tracing Revolution in the Movie Industry
- OptiX: A General Purpose Ray Tracing Engine
- Arnold: A Brute-Force Production Path Tracer
- RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering
- Path tracing in Production Production Renderers
- Path tracing in Production Siggraph 2018
- Embree: A Kernel Framework for Efficient CPU Ray Tracing
- Physically Based Shading in Theory and Practice Siggraph 2020
- Beyond a Simple Physically Based Blinn-Phong Model in Real-Time
- Physically Based Shading at DreamWorks Animation
- Reflection Model Design for WALL-E and Up
- Physically Based Shading at Disney
- Physical Production Shaders with OSL
- Physically Based Shader Design in Arnold
- Real-Time Rendering of Rough Refraction
- The Rendering Equation
- Rendering Equation Revisited: how to avoid Explicit Visibility Computations
- A Two-Pass Solution To The Rendering Equation: A Synthesis Of Ray Tracing And Radiosity Methods
- Background: Physics and Math of Shading
- Samurai Shading in Ghost of Tsushima
- Pixar’s Foundation for Materials: PxrSurface and PxrMarschnerHair
- Real-time many-light management and shadows with clustered shading
- FXAA
- Pre-Integrated Deferred Subsurface Scattering
- Directional Dipole Model for Subsurface Scattering
- Interactive Subsurface Scattering for Translucent Meshes
- The Role of Subsurface Scattering in Glossiness Perception
- Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering
- Volumetric Skin and Fabric Shading at Framestore
- Fast, Flexible, Physically-Based Volumetric Light Scattering
- Light Shafts
- Voxel-Space Ambient Occlusion
- Production Volume Rendering
- Hands-On C++ Game Animation Programming
- Game Anim: Video Game Animation Explained
- Foundations of Physically Based Modeling and Animation
- Computer Facial Animation
- Computer Animation: Algorithms and Techniques
- Shading, Lighting, and Rendering with Blender EEVEE
- Blender 3D Incredible Machines
- Blender 3D Incredible Models
- Python Scripting in Blender
- Procedural 3D Modeling Using Geometry Nodes in Blender
- Fundamentals of Computer Graphics
- Real Time Rendering
- Real Time Rendering Resources
- Graphics Gems
- GPU-based Techniques for Global Illumination Effects
- Cloth Simulation for Computer Graphics
- An Introduction to NURBS
- Subdivision Methods for Geometric Design
- GPU-BASED REAL-TIME SOLID VOXELIZATION FOR VOLUME GRAPHICS
- Light & Skin Interactions
- Fluid Simulation for Computer Graphics
- Essential Computer Graphics Techniques for Modeling, Animating, and Rendering Biomolecules and Cells
- Advanced High Dynamic Range Imaging
- Real-Time Shadows
- Advanced Global Illumination
- Computer Graphics: Principles and Practice
- High Dynamic Range Imaging
- Real-Time Volume Graphics
- Point-Based Graphics
- Polygon Mesh Processing
- Crafting Interpreters
- Optimizing Compilers for Modern Architectures
- Modern Compiler Implementation in C
- Advanced Compiler Design and Implementation
- Engineering a Compiler
- Professional C++
- C++ High Performance
- Effective Modern C++: 42 Specific Ways to Improve Your Use of C++11 and C++14
- Foundations of Game Engine Development
- 3D Game Engine Design
- Game Engine Black Book: DOOM
- Game Engine Architecture
- Game Engine Gems
- 3D Graphics Cookbook
- Mastering Graphics Programming with Vulkan
- OpenGL 4 Shading Language
- OpenGL Shading Language
- OpenGL Insights
- Computer Graphics Programming in OpenGL With C++
- ShaderX / GPU Pro / GPU Zen
- GPU Gems
- Practical Rendering and Computation with Direct3D 11
- Introduction to 3D Game Programming with DirectX 11
- Tricks of the 3D Game Programming Gurus
- Practical Parallel Rendering
- Practical Algorithms for 3D Computer Graphics
- Shaders for Game Programmers and Artists
- Introduction to 3D Game Programming with DirectX 12
- OpenGL Programming Guide
- The Modern Vulkan Cookbook
- GPU Computing Gems Jade Edition
- GPU Computing Gems Emerald Edition
- Programming Massively Parallel Processors
- CUDA by Example
- A Computational Introduction to Digital Image Processing
- The Image Processing Handbook
- Introduction to Visual Computing
- Image and Video Compression for Multimedia Engineering
- A Beginner's Guide to MultiLevel Image Thresholding
- Geometric Tools for Computer Graphics
- Geometry for Programmers
- Mathematics for Game Programming and Computer Graphics
- Practical Geometry Algorithms: with C++ Code
- Computational Geometry: Algorithms and Applications
- Ray Tracing Peter Shirley
- Physical Based Rendering
- Ray-tracing Black Holes
- Realistic Ray Tracing
- Innovative Ray Tracing Algorithms for Space Thermal Analysis
- Visibility using Ray Tracing Algorithms and Data Structures: Investigating a few Ray Tracing Algorithms and Data Structures in the Context of Visibility
- GPU Ray Tracing in Non-Euclidean Spaces
- Ray Tracing from the Ground Up
- Ray Tracing: A Tool for All
- Ray Tracing Gems
- Ray Tracing and Beyond: Phase Space Methods in Plasma Wave Theory
- The Ray Tracer Challenge
- An Introduction to Ray Tracing
- Digital Creature Rigging
- Digital Creature Rigging: Wings, Tails & Tentacles for Animation & VFX
- Rigging for Games: A Primer for Technical Artists Using Maya and Python
- The Complete Guide to Photorealism for Visual Effects, Visualization and Games
- Real-Time Visual Effects for Game Programming
- The VES Handbook of Visual Effects
- Masters of FX
- VFX Made Easy with Houdini
- Build Stunning Real-time VFX with Unreal Engine 5
- Multithreading for Visual Effects
- Real Time Visual Effects for the Technical Artist
- Inigo Quilez Articles
- Froyok Articles
- Adrian Courreges Graphics Study
- Alain
- Fibers Oh My
- GPU Pro Blog
- Implementing GJK
- Behind The Pretty Frames
- GPU Architecture Sources
- Advances in Real Time Rendering
- Scratch Pixel
- Pixar's Renderman
- GDC Vault
- GPU Open
- Journal of Computer Graphics Techniques
- Self Shadow
- ACM Digital Library
- Crytek SMAA
- Riot Games Rendering
- Casual Effects
- Square Enix Technologies
- Bend Studios Screen Space Shadows
- Physics Based Animation
- Pixar Graphics
- Krzysztof Narkowicz
- Daniel Wright
- Jendrik Illner
- Graphics Programming Weekly
- A Graphics Guy's Note
- A Random Walk Through Geek-Space