Resources

Physically Based Shading
SIGGRAPH 2010 Course: Physically-Based Shading Models in Film and Game Production
http://renderwonk.com/publications/s2010-shading-course/
SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production
http://blog.selfshadow.com/publications/s2012-shading-course/
SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice
http://blog.selfshadow.com/publications/s2013-shading-course/
Adopting a physically based shading model
http://seblagarde.wordpress.com/2011/08/17/hello-world
Feeding a physically based shading model
http://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/
Readings on Physically Based Rendering
http://lousodrome.net/blog/light/2011/12/27/readings-on-physically-based-rendering
Readings on Physically Based Rendering
http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering
The State of Rendering Part 1
http://www.fxguide.com/featured/the-state-of-rendering
The State of Rendering Part 2
http://www.fxguide.com/featured/the-state-of-rendering-part-2/
The Evolution of ILM's Lighting Tools
http://www.fxguide.com/featured/ben-snow-the-evolution-of-ilm-lighting-tools
Monsters University: rendering physically based monsters
http://www.fxguide.com/featured/monsters-university-rendering-physically-based-monsters
Basic Theory of Physically-Based Rendering
http://www.marmoset.co/toolbag/learn/pbr-theory
Physically-based lighting in Call of Duty: Black Ops
http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pptx
RYSE - The Transition to Physically Based Shading
http://www.makinggames.de/index.php/magazin/2391_ryse__the_transition_to_physically_based_shading
Physically Based Shading
http://www.rorydriscoll.com/2013/11/22/physically-based-shading
The Blinn-Phong Normalization Zoo
http://www.thetenthplanet.de/archives/255
Notes on Epic's Area Lights
http://c0de517e.blogspot.ca/2013/12/notes-on-epics-area-lights.html
Physically based rendering viewer
http://www.alexandre-pestana.com/physically-based-rendering-viewer/
PBR Material Database
http://carlosmontero.com/pbr_database/
Optimizing GGX Shaders with dot(L,H)
http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
Moving to Physically Based Shading
http://www.chrisevans3d.com/pub_blog/moving-physically-based-shading/
Physically Based Rendering Encyclopedia
https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/preview?sle=true
Where that #!@&?$^*%! PI comes from
http://www.joshbarczak.com/blog/?p=272

Normal Map Filtering
LEAN Mapping
http://www.csee.umbc.edu/~olano/papers/lean/
Specular Showdown in the Wild West
http://blog.selfshadow.com/2011/07/22/specular-showdown/
Frequency Domain Normal Map Filtering
http://www.cs.columbia.edu/cg/normalmap/normalmap.pdf
Mipmapping Normal Maps
ftp://download.nvidia.com/developer/Papers/Mipmapping_Normal_Maps.pdf
Spectacular Specular
http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Dan_Baker_SpectacularSpecular.ppt
Rock-Solid Shading
http://advances.realtimerendering.com/s2012/Ubisoft/Rock-Solid%20Shading.pdf
http://blog.selfshadow.com/sandbox/diffuse_aa.html
Linear Efficient Antialiased Displacement and Reflectance Mapping
http://hal.inria.fr/docs/00/86/00/34/PDF/LEADRmapping.pdf
A Survey of Efficient Representations for Independent Unit Vectors
http://jcgt.org/published/0003/02/01/

Screen-space Reflections
Assassin’s Creed 4: Road to Next-gen Graphics, GDC 2014
http://bartwronski.com/publications/
Screen-space Refections Filtering and Up-Sampling
http://bartwronski.com/2014/03/23/gdc-follow-up-screenspace-reflections-filtering-and-up-sampling/
Screen Space Ray Tracing
http://casual-effects.blogspot.co.uk/2014/08/screen-space-ray-tracing.html

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

Spherical Harmonics
Spherical Harmonic Tools
http://csc.lsu.edu/~kooima/sht/README.html
Spherical/zonal harmonics library
https://github.com/andrewwillmott/sh-lib

OpenCL
OpenCL Basics: Flags for the creating memory objects
http://streamcomputing.eu/blog/2013-02-03/opencl-basics-flags-for-the-creating-memory-objects/
Detailed OpenCL Series of tutorials http://www.codeproject.com/script/Articles/MemberArticles.aspx?amid=7449522

Scattering
Filter-based Real-time Single Scattering using Rectified Shadow Maps
http://jcgt.org/published/0003/03/02/