http://www.realtimerendering.com/
Gives an excellent amount of resources on many areas of computer graphics.
http://www.kevinboulanger.net/publications/thesisKevinBoulanger.pdf
Gives a good read into real-time rendering of grass and trees with advanced lighting techniques and LOD implementation. Includes some psuedo- code
http://www.rastertek.com/
Excellent resource for DirextX10 and DirextX11 programming tutorials
http://http.developer.nvidia.com/GPUGems3/gpugems3_part01.html
Nice resource for many different areas of programming a GPU, a must read
http://rbwhitaker.wikidot.com/index-and-vertex-buffers
Index and vertex buffers explained.
http://assemblyrequired.crashworks.org/2009/01/04/fcmp-conditional-moves-for-branchless-math/
http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shading
http://mynameismjp.wordpress.com/2012/03/31/light-indexed-deferred-rendering/
http://software.intel.com/en-us/articles/deferred-rendering-for-current-and-future-rendering-pipelines/
http://developer.nvidia.com/object/gpu_gems_2_home.html
http://seven-degrees-of-freedom.blogspot.com/2009/10/latency-elephant.html
http://osl.iu.edu/~tveldhui/papers/Expression-Templates/exprtmpl.html
http://graphics.stanford.edu/papers/envmap/
http://www.crytek.com/cryengine/cryengine3/presentations/cascaded-light-propagation-volumes-for-real-time-indirect-illumination
Interesting article talking about the cleanliness of Doom3's source code ( c
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