图形学是我初心中的初心 ~ ~
-
大名鼎鼎的GPU GEMS系列 ( https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01.html )
-
GPU GEMS内容提炼 ( https://zhuanlan.zhihu.com/p/35974789 )
-
GPU GEMS开放源码 ( https://github.com/QianMo/GPU-Gems-Book-Source-Code )
-
Learning Modern 3D Graphics Programming ( https://alfonse.bitbucket.io/oldtut/index.html ) 讲解的比较深
-
the book of shaders ( http://thebookofshaders.com/ )
-
Lode's Computer Graphics Tutorial (http://lodev.org/cgtutor/index.html ) 之前搜noise\turbulence找到的,讲解还算清晰
-
Learn openGl系列 ( https://learnopengl.com/Introduction ) ( https://learnopengl-cn.github.io/ ) —— 中文版
-
learn webgl ( http://learnwebgl.brown37.net/index.html )
-
Learn OpenGL ES ( http://www.learnopengles.com/tag/perspective-divide/ ) 找perspective-divide找到的,讲的很清楚
-
WebGL Fundamentals ( https://webglfundamentals.org/ ) shader装配和管理的部分可以着重看下
-
WebGL2 Fundamentals ( https://webgl2fundamentals.org/ )
-
OGLdev:modern opengl tutorial ( http://ogldev.atspace.co.uk )
-
Unity C# Tutorials ( http://catlikecoding.com/unity/tutorials/ ) 基础概念讲的很清楚,也有吸引人的亮点,对我帮助很大
-
Mathematics and Physics for Computer Graphics ( http://www.scratchapixel.com )没写完,随便看看 ( https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/procedural-patterns-noise-part-1/simple-pattern-examples ) 关于 noise pattern 的不错
-
3D Game Engine Programming ( https://www.3dgep.com )
-
Physically Based Animation for Computer Graphics ( http://www.cs.cornell.edu/courses/cs5643/2015sp/ ) 康奈尔大学的一个课程,值得注意的是supplemental materials
-
The Nature of Code ( http://natureofcode.com )
-
Virtual Globe (http://www.virtualglobebook.com/) Cesium出的一本书,讲述地理相关可视化算法
-
game programming patterns ( http://gameprogrammingpatterns.com/ )
-
webgl-skinning ( https://webglfundamentals.org/webgl/lessons/webgl-skinning.html )
-
Advanced WebGl ( http://codeflow.org/entries/2011/apr/11/advanced-webgl-part-1/ ) 如标题—advanced,现在看也不过时
-
SDF & Raymarching ( https://www.alanzucconi.com/2016/07/01/signed-distance-functions/ ) ( http://flafla2.github.io/2016/10/01/raymarching.html ) ( http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/ ) ( http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/6392/pdf/imm6392.pdf ) ( http://9bitscience.blogspot.tw/2013/07/raymarching-distance-fields_14.html?m=1 )
-
physically-based SDF ( https://github.com/portsmouth/snelly )
-
noise相关,libnoise,概念讲解的好 ( http://libnoise.sourceforge.net/coherentnoise/index.html )
-
glsl做图像处理(https://www.objc.io/issues/21-camera-and-photos/gpu-accelerated-machine-vision/)
-
风格化渲染,sketch rendering ( http://www.floored.com/blog/2014sketch-rendering/ )
-
Fluid Simulation ( https://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/ )
-
Terrain Generation with Diamond Square ( http://stevelosh.com/blog/2016/06/diamond-square/ )
-
云海生成算法:半透明でモコモコとした雲海を生み出すために ( https://www.famitsu.com/news/201808/23162812.html )
-
shader dash ( https://www.shadertoy.com/view/ldGfWt )
-
INTERACTIVE COMPUTER GRAPHICS ( http://graphics.stanford.edu/courses/cs248-18-spring/ )
-
Introducing luma.gl v4.0 ( https://medium.com/vis-gl/introducing-luma-gl-v4-0-54f4d87a08c8 )
-
Automatic, GPU-based object highlighting in deck.gl Layers ( https://medium.com/vis-gl/automatic-gpu-based-object-highlighting-in-deck-gl-layers-7fe3def44c89 )
-
WebGL 2: New Features 非常清晰的介绍( http://www.realtimerendering.com/blog/webgl-2-new-features/ )
-
Your Guide to GPGPU with WebGL ( http://www.vizitsolutions.com/portfolio/webgl/gpgpu/ )
-
Graphics Programming Projects ( http://graphicscodex.com/projects/projects/ )
-
Realistic and Fast Cloud Rendering ( http://niniane.org/clouds/ https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.81.9460&rep=rep1&type=pdf )
-
Fast Subsurface Scattering in Unity ( https://www.alanzucconi.com/2017/08/30/fast-subsurface-scattering-1/ ) ( https://www.alanzucconi.com/2017/08/30/fast-subsurface-scattering-1/ )
-
Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look ( https://www.ea.com/frostbite/news/approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look )
-
Shadertoy Tutorial series, 讲 SDF operation讲的很好 ( https://inspirnathan.com/posts/51-shadertoy-tutorial-part-5 )
-
Poisson Disk Sampling ( http://devmag.org.za/2009/05/03/poisson-disk-sampling/ )
-
对 glsl Derivatives 非常好的讲解 ( https://www.ronja-tutorials.com/post/046-fwidth/ https://blog.csdn.net/hankern/article/details/106516006 )
-
《塞尔达传说:旷野之息》技术分析文章 ( https://www.bilibili.com/read/cv3239418 ) ( https://www.resetera.com/threads/zelda-breath-of-the-wild-the-technical-analysis.8197/ )
-
depth and normal texture ( https://williamchyr.com/unity-shaders-depth-and-normal-textures/ )
-
风之旅人沙子实现方式 ( https://www.alanzucconi.com/2019/10/08/journey-sand-shader-1/ )
-
Creating a Spherical Environment Mapping shader ( https://www.clicktorelease.com/blog/creating-spherical-environment-mapping-shader/ )
-
GLTF transmittion ( https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/Renderer/shaders/ibl.glsl https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/Renderer/shaders/pbr.frag https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js )
-
Case Study: Vector Displacement Mapping in Real-Time ( https://80.lv/articles/case-study-vector-displacement-mapping-in-real-time/ )
-
Raytracing Reflection, Refraction, Fresnel, Total Internal Reflection, and Beer’s Law ( https://blog.demofox.org/2017/01/09/raytracing-reflection-refraction-fresnel-total-internal-reflection-and-beers-law/ )
-
Enterprise PBR Shading Model ( https://dassaultsystemes-technology.github.io/EnterprisePBRShadingModel/spec-2021x.md.html#components/sheen )
-
Filament Materials Guide ( https://google.github.io/filament/Materials.md.html#materialmodels/clothmodel ) ( https://google.github.io/filament/Filament.html )
-
Unity buildIn shader ( https://github.com/TwoTailsGames/Unity-Built-in-Shaders ) ( https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityMetaPass.cginc )
-
light probes: ( https://hub.jmonkeyengine.org/t/pbr-indoor-scenes-light-probes/37975/2 ) ( https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2012/slides/Programming%20Track/Cupisz_Robert_Light_Probe_Interpolation.pdf )
-
creating a stylized chaparral enviroment in UE4 ( https://www.artstation.com/artwork/68NeE5 )
-
bloom ( https://www.froyok.fr/blog/2021-12-ue4-custom-bloom/ ) ( https://zhuanlan.zhihu.com/p/125744132 ) ( https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/ )
-
SDF、noise、projection ( https://www.ronja-tutorials.com/ )
-
shader toy tutorial ( https://inspirnathan.com/posts/54-shadertoy-tutorial-part-8/ )
-
Íñigo Quílez,不把他放在第一个要被雷劈,shadertoy + sdf,引导我走上shader之路的唯一真神 ( http://iquilezles.org/index.html )
-
Amit Patel:Red Blob Games,主打游戏相关图形学,因为各种各样的原因用到很多 ( https://www.redblobgames.com )
-
Lin Yiwen: 一位坐标伦敦的**大神,作品都是基于自己写的引擎Alfrid,效果赞,而且很有想象力,技术博客也值得一看。(作品集: http://yiwenl.github.io/Sketches/, git:https://github.com/yiwenl, blog:http://blog.bongiovi.tw)
-
Charlie Hoey:只想让他收下我的膝盖 ( http://charliehoey.com/ )
-
Florian Boesch:tutorial里提到过的advaned webGL的作者,blog里料很足,但好像不更新了,sad ( http://codeflow.org )
-
Daniel Sýkora:了不起的图形学大神,某年siggraph上的人气论文StyLit就出自他手 ( http://dcgi.fel.cvut.cz/home/sykorad/ )
-
candycat: 如果说lupi是可视化领域的女神,那candycat必然是我在渲染领域的女神了 ( http://candycat1992.github.io/ https://blog.csdn.net/candycat1992?type=blog )
-
simo: 大神,一个复刻荒野之息特效的大神!! 大神请跟我结婚! ( https://simonschreibt.de/ )
-
Joel Simon:用webgl做生成艺术的大神,结合L-system的项目值得关注 (http://www.joelsimon.net/)
-
Scott Holzknecht: lowpoly,风格化 ( https://www.scottcodes.com/ )
-
Jamie Portsmouth:vector & gravity simulation,更厉害的是physically-based SDF ( https://github.com/portsmouth )
-
Morgan McGuire: N厂大神 ( https://casual-effects.com/ )
-
一位有趣的TA ( https://zoltane.com/pages/ )
-
YU YIMING 超棒的作品 ( https://www.artstation.com/artwork/xJ8YYR )
-
shadergraph:linking together GLSL snippets into stand-alone shaders ( https://github.com/unconed/shadergraph )
-
Open3D: A Modern Library for 3D Data Processing ( https://github.com/intel-isl/Open3D )
-
哥伦比亚大学 computer vision lab, 兼做CG和CV ( http://www.cs.columbia.edu/CAVE/projects/ )
-
stanford physbam, 流体模拟 ( http://physbam.stanford.edu )
-
google poly ( https://poly.google.com/ ) 超有趣的
-
Visual Computing Lab ( http://vcg.isti.cnr.it/ ) quad mesh
-
Universal Everything ( https://www.universaleverything.com/latest ) ( twi: https://twitter.com/universalevery ) ( https://www.ueeditions.com/works )
-
霓虹金专门做卡通渲染的一个Lab,面向 unity 的,效果非常棒 ( https://dustyroom.com/ )
-
Proland ( http://proland.inrialpes.fr/index.html ) 视觉效果和性能均超级震撼的3D虚拟地球引擎,论文集非常非常值得一看
-
HDR和Tone Mapping ( http://www.cs.utah.edu/~reinhard/cdrom/tonemap.pdf )
-
StyLit: Illumination-Guided Example-Based Stylization of 3D Renderings (http://dcgi.fel.cvut.cz/home/sykorad/stylit.html) 将纸上作画风格实时传递给模型,准备复现
-
风格化渲染:水墨风格 ( https://docs.lib.purdue.edu/cgi/viewcontent.cgi?article=1784&context=open_access_theses )
-
Realtime Procedural Terrain Generation ( http://web.mit.edu/cesium/Public/terrain.pdf )
-
Tutorial - How to update a shader for OpenGL ES 3.0 (http://www.shaderific.com/blog/2014/3/13/tutorial-how-to-update-a-shader-for-opengl-es-30 )
-
react-three-fiber ( https://github.com/drcmda/react-three-fiber )
-
Outline Shader ( https://roystan.net/articles/outline-shader.html )
-
Edge Detection Shader ( https://alexanderameye.github.io/edgedetection )
-
ITO World: 地理空间数据可视化,早晚要用shader实现这样的效果 ( http://www.itoworld.com/design-services/ )
-
Ice Missile Ribbon Tutorial ( https://kanoba.artstation.com/blog/category/1 )
-
link的几种形式 ( horizontal, vertical, radial) 其实也就是我们的老熟人diagnal ( https://github.com/d3/d3-shape/blob/master/README.md#_link ) ( https://github.com/d3/d3-shape/blob/master/src/link/index.js#L74 )
-
svg pocket guide ( http://svgpocketguide.com/book/svgpocketguide.pdf )
-
Designing Animated Transitions to Convey Aggregate Operations ( https://github.com/uwdata/aggregate-animation-data )
- real-time VFX ( https://realtimevfx.com/ )
-
lowpoly water ( https://www.youtube.com/watch?v=5yhDb9dzJ58 ) ( https://github.com/TheThinMatrix/LowPolyWater )
-
fluid similation ( http://jamie-wong.com/2016/08/05/webgl-fluid-simulation/ )
-
Reflective water with GLSL ( http://khayyam.kaplinski.com/2011/09/reflective-water-with-glsl-part-i.html )
-
Towards Real-Time Visual Simulation of Water Surfaces ( https://pdfs.semanticscholar.org/59da/08b0b5886ed80add50353873d55a10e86ee5.pdf )
-
Gerstner Wave ( https://github.com/ludwigpe/WaterSimulation/tree/master/Assets/Shaders )
-
Real-time rendering of water caustics ( https://medium.com/@martinRenou/real-time-rendering-of-water-caustics-59cda1d74aa ) ( https://medium.com/@evanwallace/rendering-realtime-caustics-in-webgl-2a99a29a0b2c )
-
Refraction, dispersion, and other shader light effects ( https://blog.maximeheckel.com/posts/refraction-dispersion-and-other-shader-light-effects/ )
-
Procedural City ( http://www.shamusyoung.com/twentysidedtale/?p=2940 ) (https://www.youtube.com/watch?v=-d2-PtK4F6Y&feature=youtu.be )
-
Incredible procedurally generated landscapes by Lingdong Huang ( http://www.andrew.cmu.edu/user/lingdonh/portfolio-links/ ) generative + 风格化渲染
-
Visualizing large scale terrain with open source tools ( https://medium.com/@morishuz/visualising-large-scale-terrain-with-open-source-tools-25723a5a5461 )
-
精度丢失及z-fighting问题:( https://blog.csdn.net/baidumap2018/article/details/80270150 )
-
instant terra ( https://www.wysilab.com/Blog.html )
-
lumo:A high performance WebGL tile rendering library (https://github.com/unchartedsoftware/lumo )
-
Making Terraced Terrain ( http://icospheric.com/blog/2016/07/17/making-terraced-terrain/ )
-
Three Ways of Generating Terrain with Erosion Features ( https://github.com/dandrino/terrain-erosion-3-ways )
-
https://www.autodesk.com/research/publications/real-time-fluid-dynamics
-
Fluid Simulation for Dummies ( https://mikeash.com/pyblog/fluid-simulation-for-dummies.html )
-
https://keaukraine.medium.com/webgl-2-fur-simulation-9051690f3444
-
https://stackoverflow.com/questions/66003330/how-to-animate-a-rotatable-fluffy-ball-in-three-js
-
Volume Rendering with WebGL ( https://www.willusher.io/webgl/2019/01/13/volume-rendering-with-webgl )
-
WebGL Volume Rendering Made Easy ( https://github.com/lebarba/WebGLVolumeRendering ) ( http://www.lebarba.com/ )
-
Progressive Volume Rendering using WebGL and HTML5 ( https://www.scss.tcd.ie/publications/theses/diss/2011/TCD-SCSS-DISSERTATION-2011-062.pdf )
-
Displacement Mapping on the GPU — State of the Art ( http://page.mi.fu-berlin.de/block/htw-lehre/wise2012_2013/bel_und_rend/skripte/szirmay2006.pdf )
-
View-Dependent Displacement Mapping ( https://cg.cs.tsinghua.edu.cn/papers/sig2003.pdf )
-
The complete tutorial on Volumetric Rendering in Unity 5 (English and Chinese) ( https://www.reddit.com/r/gamedev/comments/6e85ml/the_complete_tutorial_on_volumetric_rendering_in/ )
-
Volume Rendering in Unity ( https://matiaslavik.wordpress.com/2020/01/19/volume-rendering-in-unity/ )
-
Volumetric Rendering 非常棒!! ( https://www.alanzucconi.com/2016/07/01/volumetric-rendering/ )
-
GPU GEM: Volume Rendering Techniques ( https://developer.download.nvidia.cn/books/HTML/gpugems/gpugems_ch39.html )
-
Spherical Harmonic Lighting: The Gritty Details ( http://www.cse.chalmers.se/~uffe/xjobb/Readings/GlobalIllumination/Spherical%20Harmonic%20Lighting%20-%20the%20gritty%20details.pdf )
-
Spherical Harmonics in VOPs ( http://mattebb.com/weblog/spherical-harmonics-in-vops/ )
-
LIGHTMAP BAKING AND SPHERICAL GAUSSIANS ( https://mynameismjp.wordpress.com/2016/10/09/new-blog-series-lightmap-baking-and-spherical-gaussians/ ) 就是那个baking lab
-
Subsurface Scattering spherical harmonics ( https://geofflester.wordpress.com/2017/03/17/subsurface-scattering-spherical-harmonics-pt-1/ )
-
JoyOfVex: 一套很不错的入门教程 ( https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex https://www.bilibili.com/read/cv782806?from=search )
-
VEX & algorithmn visualization ( https://www.youtube.com/c/JunichiroHorikawa/playlists )
-
Houdini VEX Traffic System: How It Works ( https://80.lv/articles/006sdf-houdini-vex-traffic-system-how-it-works/ )
-
Houdini tech blog ( http://wordpress.discretization.de/houdini/ )
-
VEX AND EXPRESSIONS: TIPS AND TRICKS ( https://andreasbabo93.wixsite.com/sbabovfx/useful-vex-and-expressions )
-
2019 SIGGRAPH crowd workshop ( https://tutorials.cgrecord.net/2019/08/houdini-crowd-workshop-in-siggraph-2019.html )
-
nippon 小哥的书 ( http://www.bnn.co.jp/books/9788/ )
-
applied houdini 工业光魔巨佬 ( http://www.appliedhoudini.com/ )
-
houdini gubbins ( https://houdinigubbins.wordpress.com/ )
-
HOUDINI PROCEDURAL OPEN WORLD BUILDING ( https://roahithraj.com/blog/2021/2/23/part-0-precursor-houdini-procedural-open-world-building )
-
houdini divide node —— compute dual 原理 ( https://medium.com/@jakerice_7202/computing-the-dual-ff2a93077e2e )
-
Node-Based WebGL design tool ( https://polygonjs.com/ )
-
https://users.informatik.haw-hamburg.de/~abo781/abschlussarbeiten/ba_freiberg.pdf
-
Procedural Content Generation: Thinking With Modules ( https://www.gamasutra.com/view/feature/174311/procedural_content_generation_.php?print=1 )
-
中世纪城市生成那位大神的网站 ( https://watabou.itch.io/ )
-
用参数化预制构件建模的小工具 ( https://80.lv/articles/a-great-tool-for-creating-3d-models-from-blocks/ )
-
参数化建模软件 Dynamo( https://dynamobim.org/ )
-
Intuitive and Efficient Roof Modeling for Reconstruction and Synthesis ( https://github.com/llorz/SGA21_roofOptimization )
-
码工图形,里面有很多关于程序化生成的内容 ( http://ma-yidong.com/blog/ )
-
Matt Taylor ( https://www.instagram.com/emty01/ )
-
Physically-Based Shading at Disney ( https://static1.squarespace.com/static/58586fa5ebbd1a60e7d76d3e/t/593a3afa46c3c4a376d779f6/1496988449807/s2012_pbs_disney_brdf_notes_v2.pdf )
-
Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering ( https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_slides.pdf )
-
基于物理的渲染(PBR)白皮书 | 迪士尼原则的BRDF与BSDF相关总结 ( https://cloud.tencent.com/developer/article/1427571 )
-
Disney Principled BRDF实现笔记 ( https://zhuanlan.zhihu.com/p/57771965 )
-
Disney BRDF Shader ( https://github.com/wdas/brdf/blob/main/src/brdfs/disney.brdf ) ( https://github.com/schuttejoe/Selas/blob/dev/Source/Core/Shading/Disney.cpp )
-
Rendering the Moana Island Scene Part 1: Implementing the Disney BSDF ( https://schuttejoe.github.io/post/disneybsdf/ )
-
Anisotrupy extension: ( https://github.com/ux3d/glTF/tree/extensions/KHR_materials_anisotropy/extensions/2.0/Khronos/KHR_materials_anisotropy )
-
Let It Snow! How To Make a Fast Screen-Space Snow Accumulation Shader In Unity ( https://blog.theknightsofunity.com/make-it-snow-fast-screen-space-snow-shader/ )
-
real-time snow deformation ( https://github.com/jjacobson/Realtime-Snow )
-
deformers ( https://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch42.html )
-
Real-Time Deformation of Subdivision Surfaces from Object Collisions ( http://www.graphics.stanford.edu/~niessner/papers/2014/4subddef/schaefer2014subddef.pdf )
-
Local Painting and Deformation of Meshes on the GPU ( http://www.graphics.stanford.edu/~niessner/papers/2014/3memory/schaefer2014memory.pdf )
-
Real-time Snow Deformation ( https://is.muni.cz/th/m2v6i/real-time_snow_deformation.pdf )
-
snow deformation ( https://github.com/vanish87/SnowDeformation )
-
deep snow foot print ( https://github.com/ZGeng/DeepSnowFootprint )
-
unity cllapsed ground ( https://github.com/MaxwellGengYF/Unity-Collapsible-Ground )
-
Real-Time Vehicle Trails in Deformable Terrain ( http://www.diva-portal.org/smash/get/diva2:1111578/FULLTEXT01.pdf )
-
一位做vfx做的不错的: https://twitter.com/cmzw_
-
Custom Depth in Unreal Engine 4 ( https://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/ )
-
Multi-color Outline Post Process in Unreal Engine ( https://www.tomlooman.com/unreal-engine-outline-multi-color-post-process/ )
- Basics of Ribbons in UE4 ( https://www.artstation.com/blogs/kanoba/p3yX/basics-of-ribbons-in-ue4 )
-
polygon inner glow effect:
https://forum.unity.com/threads/need-tips-on-creating-inline-glow-shader-for-2d-polygons.506814/ http://kylehalladay.com/blog/tutorial/2014/02/18/Fresnel-Shaders-From-The-Ground-Up.html -
WEBGL WIREFRAMES: https://offscreencanvas.com/issues/017/
-
TEXTure: Text-Guided Texturing of 3D Shapes https://texturepaper.github.io/TEXTurePaper/
-
WebGPU C++ Guide https://eliemichel.github.io/LearnWebGPU/
- 一个 editor, 可以看看 https://showcase.pixotronics.com/
-
Blender source code directories explained https://wiki.blender.org/wiki/Source/File_Structure
-
DIVE INTO THE CODE | Blender Everyday #11 https://www.youtube.com/watch?v=tCdx7gzp0Ac&list=PL4b2LZSrqoByAj20_-paLE_76Ms11zwku&index=6&t=4098s
-
Blender自己的文档,讲了一些架构设计 https://wiki.blender.org/wiki/Reference/FAQ https://wiki.blender.org/wiki/Source https://archive.blender.org/wiki/index.php/Dev:2.5/Source/Architecture/Window_Manager/#MVC_model
-
Add-on Tutorial https://docs.blender.org/manual/en/latest/advanced/scripting/addon_tutorial.html
-
Writing a custom geometry node for Blender ( https://blog.exppad.com/article/writing-blender-geometry-node )
-
Blender Python - Scripting Series ( https://www.youtube.com/playlist?list=PLFtLHTf5bnym_wk4DcYIMq1DkjqB7kDb- )
-
Shaping Models With BMesh In Blender 2.90 ( https://behreajj.medium.com/shaping-models-with-bmesh-in-blender-2-9-2f4fcc889bf0 )
-
Meshes with Python & Blender: The 2D Grid ( http://sinestesia.co/blog/tutorials/python-2d-grid/ )
-
Plenoxels: Radiance Fields without Neural Networks https://alexyu.net/plenoxels/ https://github.com/sxyu/svox2
-
Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction https://openaccess.thecvf.com/content/CVPR2022/papers/Sun_Direct_Voxel_Grid_Optimization_Super-Fast_Convergence_for_Radiance_Fields_Reconstruction_CVPR_2022_paper.pdf
-
Nerf: https://arxiv.org/pdf/2003.08934.pdf https://docs.nerf.studio/en/latest/quickstart/installation.html
-
[ Nerf Editing] : NeRFshop: Interactive Editing of Neural Radiance Fields https://www.youtube.com/watch?v=HC56Zwui1bY https://repo-sam.inria.fr/fungraph/nerfshop/
-
[ Nerf realtime rendering ] : https://mobile-nerf.github.io/
-
MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures https://mobile-nerf.github.io/
-
MobileNeRF unity viewer: https://github.com/julienkay/MobileNeRF-Unity-Viewer/tree/master
-
Baking Neural Radiance Fields for Real-Time View-Synthesis: https://phog.github.io/snerg/
-
Instant-NGP (https://nvlabs.github.io/instant-ngp/)
-
3D Gaussian Splatting ( https://huggingface.co/blog/gaussian-splatting )(https://github.com/graphdeco-inria/gaussian-splatting#3d-gaussian-splatting-for-real-time-radiance-field-rendering) ( https://github.com/aras-p/UnityGaussianSplatting ) ( https://github.com/MrNeRF/awesome-3D-gaussian-splatting )
-
Chat with NeRF: Grounding 3D Objects in Neural Radiance Field through Dialog ( https://chat-with-nerf.github.io/ )(https://github.com/sled-group/chat-with-nerf)
-
point based rendering (https://ls7-gv.cs.tu-dortmund.de/research/points/points.html) (https://ls7-gv.cs.tu-dortmund.de/downloads/publications/2002/rw02.pdf) (https://ls7-gv.cs.tu-dortmund.de/downloads/publications/2004/pbg04.pdf)
-
GenZI: Zero-Shot 3D Human-Scene Interaction Generation ( https://craigleili.github.io/projects/genzi/ )
-
https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/
-
playcanvas ( https://blog.playcanvas.com/compressing-gaussian-splats )
-
自然语言编辑 gaussian (https://silent-chen.github.io/DGE/)
-
LOD gaussian (https://city-super.github.io/octree-gs/)
-
Control4D: Efficient 4D Portrait Editing with Text ( https://control4darxiv.github.io/?ref=aiartweekly )
-
PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics ( https://xpandora.github.io/PhysGaussian/?ref=aiartweekly )
-
CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians ( https://dekuliutesla.github.io/citygs/ )