├── Categories ├── Aggregators.md ├── Blogs.md ├── ForumsGoldenNuggets.md ├── Organizations.md ├── Publications │ ├── Academic Papers.md │ ├── Books.md │ ├── Open Documents.md │ └── Proceedings.md ├── Repositories.md └── ShouldersOfGiants.md └── README.md /Categories/Aggregators.md: -------------------------------------------------------------------------------- 1 | Resource Aggregators 2 | ====== 3 | * [3D Machine Learning](https://github.com/timzhang642/3D-Machine-Learning) 4 | _Huge repository with links to 3D Machine Learning resources_ 5 | 6 | * [Advances in Real-time Rendering (SIGGRAPH) 2009-Ongoing](http://advances.realtimerendering.com/) 7 |
_Papers,videos and course material from the famous annual SIGGRAPH course, covering state-of-the-art techniques from the game development community, as well as innovating graphics methods and forward-looking research with the emphasis on practical implementations._ 8 | 9 | * [Computer Graphics Research Software](http://www.dgp.toronto.edu/~rms/links.html) 10 |
_"Helping you avoid re-inventing the wheel since 2009!". Huge list of open software, papers and other resources, for everything related to computer graphics, curated by people from University of Toronto's Dynamic Graphics Project. Last updated on December 2012._ 11 | 12 | * [dblp](https://dblp.org/) 13 |
_Open bibliographic information on major computer science journals and proceedings. As of February 2019, it contains more than 4.500.000 publications. dblp is maintained by Schloss Dagstuhl and has been originally founded at the University of Trier in 1993_ 14 | 15 | * [Eric Jang's Computer Graphic Resources](github.com/ericjang/awesome-graphics) 16 |
_An excellent curated list of computer graphics tutorials and resources. Last update made in 2016._ 17 | 18 | * [The Discrete Differential Geometry Forum ](http://ddg.cs.columbia.edu/) 19 |
_Links to institutions and online resources for the nascent field of discrete differential geometry (DDG). It is hosted by the Graphics Group at Columbia University in collaboration with groups at the California Institute of Technology, the University of Göttingen, and Carnegie Mellon University._ 20 | 21 | * [Jendrik Illner](https://www.jendrikillner.com/post/) 22 |
_Graphics Programming Weekly. The latest hot developments in Computer Graphics curated by Jendrik Illner._ 23 | 24 | * [Monocular Depth Estimation](https://github.com/sxfduter/monocular-depth-estimation) 25 | _The ultimate collection of monocular depth estimation papers & implementations._ 26 | 27 | * [Morphogenesis Resources](https://github.com/jasonwebb/morphogenesis-resources) 28 | _A huge collection of algorithms, papers and examples related to Digital Morphogenesis, curated by Jason Webb._ 29 | 30 | 31 | * [Real-Time Rendering - Table of Intersections](http://www.realtimerendering.com/intersections.html) 32 |
_Extensive matrix of intersection routines for various popular objects, pointing to resources in books and on the web._ 33 | 34 | * [Real-Time Rendering - List of Books](http://www.realtimerendering.com/books.html) 35 |
_An enormous list of free books related to real-time computer graphics._ 36 | 37 | * [Self Shadow](https://blog.selfshadow.com/) 38 |
_Excellent links to SIGGRAPH videos, presentations, papers and course material (!), since 2011._ 39 | 40 | * [Cedric Guillemet - SDF](https://github.com/CedricGuillemet/SDF) 41 | _Extensive collection of theories and implementations of SDF algorithms_ 42 | 43 | * [Unity List](https://unitylist.com/) 44 |
_Probably the best Unity3D open source search engine._ 45 | 46 | * [Non-Photorealistic Computer Graphics Library](https://www.npcglib.org/index.php) 47 |
_A collection of references in the field of Non-photorealistic computer graphics._ 48 | 49 | -------------------------------------------------------------------------------- /Categories/Blogs.md: -------------------------------------------------------------------------------- 1 | Weblogs & Devlogs 2 | ====== 3 | * [16 MS - Michael Walczyk](http://www.michaelwalczyk.com/) 4 |
_The portfolio of media artist and technologist Michael Walczyk, exploring topology, connectedness, dimensionality (expansion and reduction), and space._ 5 | 6 | * [A Random Walk Through Geek-Space - Sebastian Sylvan](https://www.sebastiansylvan.com/) 7 |
_Brain dumps and other ramblings from Sebastian Sylvan._ 8 | 9 | * [Adam Samson](https://twitter.com/adamshmamshon) 10 |
_Highly aesthetic interactive experiments in Adam Samson's twitter account._ 11 | 12 | * [Alain Galván](https://alain.xyz/blog) 13 |
_Advanced tutorials and comparisons between Game Engines, Graphics APIs and Programming Languages by Alain Galván._ 14 | 15 | * [Alan Zucconi](https://www.alanzucconi.com/) 16 |
_Multi-part advanced tutorials (Unity3d, HLSL shaders and beyond) & frequent shader showcases by Alan Zucconi._ 17 | 18 | * [Alexander Ameye](https://alexanderameye.github.io/notes/rendering-outlines/) 19 | _Clear and modern shader tutorials for Unity by Alexander Ameye. Brilliant collection of outline methods._ 20 | 21 | * [Alexander Mutel](https://xoofx.com/) 22 | _The personal website of .NET/C# guru/grand-master Alexander Mutel._ 23 | 24 | * [Aras Pranckevičius](https://aras-p.info/) 25 |
_Excellent blog by Unity's Aras Pranckevičius. Among others, he builds a pathtracer from scratch for the CPU, the GPU, Unity, in C++, in C#, for iOS, you name it._ 26 | 27 | * [Bart Wronski](https://bartwronski.com/) 28 |
_State-of-the-art tutorials, ideas and thoughts on Computer graphics, computer science, DSP, by Bartłomiej Wroński_ 29 | 30 | * [Benedikt Bitterli](https://benedikt-bitterli.me/portfolio.html) 31 |
_Personal portfolio of Benedikt Bitterli, with in-depth explanations of his experiments in realistic path-tracing and light simulation._ 32 | 33 | * [Denis Rizov](https://denisrizov.com/) 34 |
_Programming Tutorials with emphasis on game development, including C#, C++, Unity and Unreal engine. Also an excellent guide for integrating external C++ libraries in C# / Unity._ 35 | 36 | * [Evan Wallace - Made By Evan](http://madebyevan.com/) 37 |
_Evan Wallace's shader wizardry from the time before he founded Figma._ 38 | 39 | * [Generative Landscapes](https://generativelandscapes.wordpress.com/) 40 |
_Extensive list of Grasshopper experiments in the field of Computational Landscape Design, ranging from beginner-friendly to high-end._ 41 | 42 | * [Harry Alisavakis](http://halisavakis.com/) 43 |
_Accesible, easy-to-follow shader tutorials for Unity3d by Harry Alisavakis._ 44 | 45 | * [Holistic 3D](https://holistic3d.com/) 46 |
_Comprehensive curriculum of artificial intelligences, interface design, animation, networking and procedural content generation by Dr Penny and Daniel de Byl._ 47 | 48 | * [Houdini Gubbins](https://houdinigubbins.wordpress.com/) 49 |
_Advanced Computational Geometry topics, loosely related to SideFx Houdini._ 50 | 51 | * [Inigo Quilez](https://www.iquilezles.org/) 52 |
_The website of the amazing Inigo Quilez. A treasure rove of advanced shaders, SDF functions and tutorials._ 53 | 54 | * [Interplay of Light - Kostas Anagnostou](https://interplayoflight.wordpress.com/) 55 |
_Scratchpad of graphics programmer Kostas Anagnostou, covering in great depth topics such as real-time GPU raytacing, real-time volumetric fog and shadows, signed distance fields etc._ 56 | 57 | * [Jackson Dunstan](https://jacksondunstan.com/) 58 |
_Extremely In-depth C# and Unity3d articles by Jackston Dunstan, including frequent de-compilations and dissections of Unity's core dlls, as well as an extensive guide for integrating C++ code into Unity projects._ 59 | 60 | * [Jack Shaedler](https://jackschaedler.github.io/) 61 |
_Excellently illustrated and animated essays and primers on digital signal processing, handwriting recognition and more._ 62 | 63 | * [Jasper Flick - Catlike Coding](https://catlikecoding.com/) 64 |
_Extensive step-by-step Unity3d tutorials by Jasper Flick._ 65 | 66 | * [Jean-Philippe Grenier](http://jpgrenier.org/) 67 |
_State of the art real-time simulations and related articles by Jean-Philippe Grenier._ 68 | 69 | * [Joel Simon](http://www.joelsimon.net) 70 |
_Joel Simon's excellent technical treatises on various computational design topics, such as coral growth end evolutionary floorplans._ 71 | 72 | * [Jos Stam](https://www.josstam.com) 73 |
_The personal website of the legendary Jos Stam._ 74 | 75 | * [Keenan Crane](https://www.cs.cmu.edu/~kmcrane/index.html#top) 76 | _CMU personal website of professor Keenan Crane, full with ground-breaking papers and code on discrete differential geometry_ 77 | 78 | * [Kyle Halladay](http://kylehalladay.com/archive.html) 79 |
_Advanced shader tutorials covering Unity and Vulkan shaders by Kyle Halladay._ 80 | 81 | * [Linden Reid](https://lindenreid.wordpress.com/) 82 |
_Well-explained, industry standard procedural geometry & graphics tutorials for Unity._ 83 | 84 | * [Limbioliong](https://limbioliong.wordpress.com/) 85 | _Fantastic blog covering every conceivable aspect of .NET/COM/C++ interop._ 86 | 87 | * [Matt Phar](https://pharr.org/matt/blog/) 88 |
_Matt Phar writing in-depth about path-tracing, computer graphics and hardware optimizations._ 89 | 90 | * [Minions Art](https://www.patreon.com/minionsart/posts) 91 |
_Game Art tips & Unity shader tutorials._ 92 | 93 | * [Nick Darnell](https://www.nickdarnell.com/) 94 | _High End Computer Graphics Techniques (Voxelization, Hi-Z Culling etc) by Nick Darnell, Principal Programmer at Epic Games._ 95 | 96 | * [NVIDIA GameWorks Blog](https://developer.nvidia.com/gameworks/blog) 97 |
_High-level, high-quality Computer Graphics topics and tutorials by NVIDIA._ 98 | 99 | * [Ingo Wald's Devblog](https://ingowald.blog/) 100 |
_Raytracing, OPTIX, GPGPU computing and other nuggets of GPPU wisdom from industry expert Ingo Wald._ 101 | 102 | * [Ricky Reusser](https://rreusser.github.io/) 103 | _Advanced real-time scientific visualizations & simulations using state-of-the-art WebGL._ 104 | 105 | * [Ronja's Shader Tutorials](https://www.ronja-tutorials.com/) 106 |
_Modern Cg/HLSL shader tutorials implemented in Unity3d._ 107 | 108 | * [Paul Bourke](http://paulbourke.net/) 109 |
_A magic world of geometry, fractals, patterns, file-format specifications and papers by Paul Bourke._ 110 | 111 | * [Phillip Rideout - The Little Grasshopper](https://prideout.net/) 112 |
_Advanced computer graphics tutorials/algorithms in various languages by Phillip Rideout._ 113 | 114 | * [Red Blob Games - Amit Patel](https://www.redblobgames.com/) 115 |
_Incredibly detailed tutorials and source code, on various topics of game theory, such as pathfinding, tilemaps, triangulations etc._ 116 | 117 | * [Sergen Eren](https://sergeneren.com/) 118 |
_High-end houdini simulations, volumetric pathtracers, CUDA accelerated algorithms and everything in between, by senior Technical Director Sergen Eren._ 119 | 120 | * [Shahriar Shahrabi](https://twitter.com/IRCSS) 121 |
_Shahriar Shahrabi's excellent twitter feed, full of neat Unity shader tips and showcases._ 122 | 123 | * [SigHack - Manohar Vanga](https://sighack.com/) 124 |
_Explorations in Generative Art using Processing, by Manohar Vanga._ 125 | 126 | * [The Blog at the Bottom of the Sea](https://blog.demofox.org/) 127 |
_Programming, Graphics, Gamedev, Exotic Computation, Audio Synthesis, all blended beautifully in an excellent blog with in-depth posts._ 128 | 129 | * [The ryg blog](https://fgiesen.wordpress.com/) 130 |
_The legendary blog of Fabian “ryg” Giesen. Extremely detailed posts on programming, graphics, mathematics, computer architecture._) 131 | 132 | * [Twak's Blog - Tom Kelly](https://www.twak.co.uk/) 133 |
_Tom Kelly's Graphics Research Blog. Generating cities using GAN neural networks trained on Google data is just the tip of the iceberg._ 134 | 135 | * [Wendelin Reich-Gamasutra](http://www.gamasutra.com/blogs/WendelinReich/20131109/203841/C_Memory_Management_for_Unity_Developers_part_1_of_3.php) 136 |
_Wendelin Reich's 3-part series about C# Memory Management for Unity Developers._ 137 | 138 | * [xdPixel - Brandon Fogerty](http://xdpixel.com/) 139 |
_High-end graphics/rendering techniques by Unity XR Graphics Engineer Brandon Fogerty._ 140 | 141 | * [Yuma Yanagisawa](https://yumayanagisawa.com/) 142 | _The work of Yuma Yanagisawa, exploring creative computation in the realm of contemporary visual art._ 143 | 144 | * [Zero Wind - Jamie Wong](http://jamie-wong.com/2016/08/05/webgl-fluid-simulation/) 145 |
_Excellent blog about computer science/graphics, covering raymarching SDFs, real-time fluid dynamics, marching squares, etc_ 146 | -------------------------------------------------------------------------------- /Categories/ForumsGoldenNuggets.md: -------------------------------------------------------------------------------- 1 | # Forums' Golden Nuggets 2 | 3 | * [**Efficient AABB/triangle intersection in C#**](https://stackoverflow.com/a/17503268) 4 | **Original Question** 5 | > Can anyone recommend an efficient port to CSharp of any of the public AABB/triangle intersection algorithms. 6 | > 7 | > I've been looking at Moller's approach, described abstractly here, and if I were to port it, I would probably start from this C++ version. This C++ library by Mike Vandelay seems like it could also be a great starting point. 8 | > 9 | > ...or... any other "wheel" that can take a triangle of Vector3's and tell me if it intersects with an AABB), relatively efficiently. 10 | > 11 | > There seem to be a variety of algorithms, but most seem to be written in c++, or just described abstractly in white papers and I need a c# specific implementation for our application. Efficiency is not key, but c# is. (though efficiency is obviously nice too of course ;p ) 12 | > 13 | > Any C# options, before I wade through a "math" port ;) would be greatly appreciated! Thanks. 14 | 15 | --- 16 | 17 | * [**Get a specific bit from byte**](https://stackoverflow.com/a/4854257) 18 | **Original Question** 19 | > I have a byte, specifically one byte from a byte array which came in via UDP sent from another device. This byte stores the on/off state of 8 relays in the device. 20 | > 21 | > How do I get the value of a specific bit in said byte? Ideally an extension method would look the most elegant and returning a bool would make the most sense to me. 22 | 23 | --- 24 | * [**How to compare two shapes?**](https://stackoverflow.com/a/22166032) 25 | **Original Question** 26 | > Is there a way to compare two geometric shapes (or any two more generic data structures), without using the brute force when a tolerance is involved? 27 | > 28 | > The brute force (that is comparing each value of each object against each value of the other object) works but it's slow, and I can't use it. 29 | > 30 | > I tried sorting the data and comparing two sorted collections. It's fast, but it only works with zero tolerance. As soon as I add the tolerance I get lost. The problem is that two values can be identical when I compare and different when I sort. 31 | 32 | --- 33 | * [**Is generating a .PTX file a must?**](https://forums.developer.nvidia.com/t/is-generating-ptx-file-a-must/82662/4) 34 | **Original Question** 35 | > Is there a way to prevent the app from generating external .ptx file and integrate it into .exe itself, somehow? 36 | > 37 | > For example: 38 | > 39 | > I have my .exe and 3 dlls (glad, glfw3, sutil_7_sdk) from optix sdk samples and I’d like the .exe without the need to have the .ptx file with it. Is it possible? 40 | > 41 | --- 42 | 43 | * [**Mod of negative number is melting my brain**](https://stackoverflow.com/a/6400477) 44 | **Original Question** 45 | > I'm trying to mod an integer to get an array position so that it will loop round. 46 | > Doing `i % arrayLength` works fine for positive numbers but for negative numbers it all goes wrong. 47 | > [...] 48 | > so i need an implementation of 49 | > 50 | > `int GetArrayIndex(int i, int arrayLength)` 51 | > 52 | > such that: 53 | > 54 | > `GetArrayIndex( 4, 3) == 1` 55 | > `GetArrayIndex( 3, 3) == 0` 56 | > `GetArrayIndex( 2, 3) == 2` 57 | > `GetArrayIndex( 1, 3) == 1` 58 | > `GetArrayIndex( 0, 3) == 0` 59 | > `GetArrayIndex(-1, 3) == 2` 60 | > `GetArrayIndex(-2, 3) == 1` 61 | > `GetArrayIndex(-3, 3) == 0` 62 | > `GetArrayIndex(-4, 3) == 2` 63 | 64 | 65 | 66 | -------------------------------------------------------------------------------- /Categories/Organizations.md: -------------------------------------------------------------------------------- 1 | # Teams, Labs & Institutions 2 | 3 | ## [Carnegie Mellon Graphics Lab](http://graphics.cs.cmu.edu/) 4 | _The Carnegie Mellon Graphics Lab conducts cutting-edge research on computer graphics and computer vision, integrating insights from computer science, robotics, and mechanical engineering._ 5 | 6 | ## [EPFL - Computer Graphics & Geometry Laboratory](https://lgg.epfl.ch/research.php) 7 | _Research at the EPFL Computer Graphics and Geometry Laboratory focuses on efficient representations, scalable data structures, and robust algorithms for digital 3D models.Goal of this lab is to understand fundamental principles of geometric computing and leverage these insights to develop new algorithms and tools for 3D shape analysis, simulation, design, and fabrication. Our research explores the interface of several scientific disciplines, such as mathematics, computer science, materials science, and architecture to facilitate innovative computational design solutions for advanced manufacturing and construction._ 8 | 9 | ## [EPFL - Realistic Graphics Lab](http://rgl.epfl.ch/publications) 10 | 11 | ## [ETH - Computer Graphics Laboratory](https://graphics.ethz.ch/research/) 12 | _The Computer Graphics Laboratory (cgl) was founded in 1994 by Prof. Markus Gross. Its research is devoted to the design of fundamental methods, algorithms and systems for computer graphics, geometric modeling, physics-based animation, image acquisition and generation, display, scientific visualization, and multimodal learning._ 13 | 14 | ## [ETH - Interactive Graphics Lab](http://igl.ethz.ch/) 15 | _The Interactive Geometry Lab is a research group within the Institute of Visual Computing of ETH Zurich, led by Prof. Olga Sorkine-Hornung. We do research in Computer Graphics, focusing on interactive shape modeling, geometry processing, digital fabrication, as well as image and video processing._ 16 | 17 | ## [Max Planck Institute - Graphics, Vision and Video Group (GVV)](http://gvv.mpi-inf.mpg.de/GVV_Projects.html) 18 | _Extremely active academic group focusing on Free-viewpoint and 3D Video, Marker-less Optical Motion Capture, 3D Image Analysis and Synthesis, Image-based Rendering, Virtual and Augmented Reality, Time-of-Flight Imaging, Dynamic Scene Reconstruction, 3D Computer Vision,Physically-based Rendering, Interaction and Machine Learning for Vision / Graphics._ 19 | 20 | ## [Princeton 3D Vision & Robotics Lab](http://3dvision.princeton.edu/) 21 | _Princeton's 3D Vision Lab focuses on the computational principles underlying Artificial Intelligence, with specific interest in building robots that automatically understand and interact with the physical worlds, both inferring the semantics and extracting 3D structure. This group is at the frontier of 3D Deep Learning, RGB-D Recognition and Reconstruction, Deep Learning for Robotics, Place-centric 3D Context Representation, Synthesis for Analysis, Big Data Robotics, Autonomous Driving, Robot Learning, Large-scale Crowd-sourcing, and Petascale Big Data._ 22 | 23 | ## [Princeton Visual AI Lab](https://visualai.princeton.edu/) 24 | _Princeton's Visual AI lab works on developing artificially intelligent systems that are able to reason about the visual world. From a computer vision perspective, they design scalable approaches for semantic image and video analysis. Some concrete focus areas are object recognition, human action detection and pixel-level image/video understanding. More broadly, this group is interested in studying strategies for effectively harnessing the human experience to advance artificial intelligence. This includes studying crowd engineering, designing interactive learning algorithms, building human-AI collaborative systems and investigating how cognitive science research can inform AI models._ 25 | 26 | ## [Stanford Computational Vision & Geometry Lab- CVGL](http://cvgl.stanford.edu/publications.html) 27 | _The Computational Vision and Geometry Lab (CVGL) at Stanford is directed by Prof. Silvio Savarese. Its research addresses the theoretical foundations and practical applications of computational vision. Its interest lies in discovering and proposing the fundamental principles, algorithms and implementations for solving high level visual recognition and reconstruction problems such as object and scene understanding as well as human behavior recognition in the complex 3D world._ 28 | 29 | 30 | ## [Thoth](https://lear.inrialpes.fr/research.php) 31 | _Thoth is a joint team of Inria and Laboratoire Jean Kuntzmann, and started in January 2016. It is a follow up to the LEAR team (2003-2015).
Thoth is motivated by today's context in which the quantity of digital images and videos available on-line continues to grow at a phenomenal speed. The main objectives of the team are: (i) designing and learning structured models capable of representing this visual information; (ii) learning visual models from minimal supervision or unstructured meta-data; and (iii) large-scale learning and optimization. An additional focus of Thoth is on collection of appropriate datasets and design of accompanying evaluation protocols._ 32 | -------------------------------------------------------------------------------- /Categories/Publications/Academic Papers.md: -------------------------------------------------------------------------------- 1 | Academic Papers 2 | ====== 3 | --- 4 | ## Contents 5 | ### [Computational Geometry](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Academic%20Papers.md#computational-geometry-1) 6 | ### [Machine Learning & Neural Networks](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Academic%20Papers.md#machine-learning--neural-networks-1) 7 | ### [Physics & Material Simulation](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Academic%20Papers.md#physics--material-simulation-1) 8 | ### [Computational Imaging / Rendering](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Academic%20Papers.md#computational-imaging) 9 | ### [Volumetric Capturing](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Academic%20Papers.md#volumetric-capturing) 10 | ### [GPGPU Data Structures & Algorithms](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Academic%20Papers.md#gpgpu-data-structures--algorithms-1) 11 | --- 12 | 13 | ### Computational Geometry 14 | * [Introduction to Alpha Shapes](https://graphics.stanford.edu/courses/cs268-11-spring/handouts/AlphaShapes/as_fisher.pdf) 15 | **Kaspar Fischer** 16 | _ETH Zurich_ 17 | 18 | * [An Efficient, Practical Algorithm and Implementation for Computing Multiplicatively Weighted Voronoi Diagrams](https://arxiv.org/pdf/2006.14298v1.pdf) 19 | **M. Held, S. de Lorenzo** 20 | _University of Salzburg_ 21 | 22 | * [A Note on Planar Hexagonal Meshes](https://www.microsoft.com/en-us/research/wp-content/uploads/2016/12/A-Note-on-Planar-Hexagonal-Meshes.pdf) 23 | **Wenping Wang, Yang Liu** 24 | _University of Hong Kong, Microsoft Research Asia_ 25 | 26 | * [A Review of Properties And Variations of Voronoi Diagrams](https://www.whitman.edu/Documents/Academics/Mathematics/dobrinat.pdf) 27 | **Adam Dobrin** 28 | _Whitman College_ 29 | 30 | * [A sweep line algorithm for polygonal chain intersection and its applications](https://link.springer.com/content/pdf/10.1007/978-0-387-35490-3_21.pdf) 31 | **Sang C. Park, Hayong Shin, Byoung K. Choi** 32 | _KAIST Korea, Chrysler Tech Center USA_ 33 | 34 | * [A Wavefront-Like Strategy for Computing Multiplicatively Weighted Voronoi Diagrams](http://www.eurocg2019.uu.nl/papers/11.pdf) 35 | **M. Held, S. de Lorenzo** 36 | _University of Salzburg_ 37 | 38 | * [BigSUR: Large-scale Structured Urban Reconstruction](https://drive.google.com/drive/folders/0B6r_mUgXfBLdUzdRV3hNZDBGSWc) 39 | **Tom Kelly,John Femiani, Peter Wonka, Niloy J. Mitra** 40 | _University College London, Miami University, KAUST, University College London_ 41 | 42 | * [Case Studies in Cost-Optimized Paneling of Architectural Freeform Surfaces](http://vecg.cs.ucl.ac.uk/Projects/SmartGeometry/paneling_aag/paper_docs/paneling_aag10.pdf) 43 |
**Michael Eigensatz, Mario Deuss, Alex Schiftner, Martin Kilian, Niloy J. Mitra, Helmut Pottmann, Mark Pauly** 44 |
_ETH Zurich, EPFL, TU Wien, KAUST, Evolute_ 45 | 46 | * [Characteristics of Pattern Formation and Evolution in Approximations of _Physarum_ Transport Networks](http://eprints.uwe.ac.uk/15260/1/artl.2010.16.2.pdf) 47 |
**Jeff Jones** 48 |
_University of the West of England_ 49 | 50 | * [Cellular Forms: An artistic Exploration of Morphogenesis](http://andylomas.com/extra/andylomas_paper_cellular_forms_aisb50.pdf) 51 |
**Andy Lomas** 52 | 53 | * [Consistent Mesh Partitioning and Skeletonization using the Shape Diameter Function](http://www.cs.jhu.edu/~misha/ReadingSeminar/Papers/Shapira08.pdf) 54 |
**Lior Shapira, Ariel Shamir, Daniel Cohen-Or** 55 |
_Tel-Aviv University, The Interdisciplinary Center_ 56 | 57 | * [Curl Noise for Procedural Fluid Flow](https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-curlnoise.pdf) 58 |
**Robert Bridson, Jim Hourihan, Marcus Nordenstam** 59 |
_University of British Columbia,Tweak Films, Double Negative_ 60 | 61 | * [Digital Morphologies: Environmentally-Influenced Generative Forms](https://drive.google.com/file/d/0B_4X5OQcV3d8Y3JYWFBpU1ZWbHM/view)
**Sage Jenson** 62 |
_Oberlin College and Conservatory_ 63 | 64 | * [Design for Assembly : A Computational Approach to Construct Interlocking Wooden Frames](https://dspace.mit.edu/handle/1721.1/72968) 65 |
**Alan Song-Ching Tai** 66 |
_Massachusetts Institute of Technology, School of Architecture_ 67 | 68 | * [Dupin Meshing: A Parameterization Approach to Planar Hex-Dominant Meshing](http://www.staff.science.uu.nl/~vaxma001/paphdm.pdf)
**Amir Vaxman, Mirela Ben-Chen** 69 |
_TU Vienna, Technion–Israel Institute of Technology_ 70 | 71 | * [Fast 3D Triangle-Box Overlap Testing](https://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/code/tribox_tam.pdf) 72 | **Tomas Akenine-Moller** 73 | _Chalmers University of Technology, Dept. of Computer Engineering_ 74 | 75 | * [Fast Poisson Disk Sampling in Arbitrary Dimensions](https://www.cct.lsu.edu/~fharhad/ganbatte/siggraph2007/CD2/content/sketches/0250.pdf) 76 |
**Robert Bridson.** 77 |
_University of British Columbia._ 78 | 79 | * [Feature Preserving Octree-Based Hexahedral Meshing](https://cims.nyu.edu/gcl/papers/2019-OctreeMeshing.pdf) 80 |
**Xifeng Gao, Hanxiao Shen, Daniele Panozzo** 81 |
_Florida State University, Courant Institute of Mathematical Sciences, New York Unversity_ 82 | 83 | * [From Nature to Fabrication: Biomimetic Design Principles for the Production of Complex Spatial Structures](https://www.researchgate.net/publication/264709118_From_Nature_to_Fabrication_Biomimetic_Design_Principles_for_the_Production_of_Complex_Spatial_Structures/download)
**Riccardo La Magna, Markus Gabler, Steffen Reichert, Tobias Schwinn, Frédéric Waimer, Achim Menges, Jan Knippers** 84 |
_ITKE – University of Stuttgart, ICD – University of Stuttgart_ 85 | 86 | * [From Spiral to Spline: Optimal Techniques in Interactive Curve Design](https://levien.com/phd/thesis.pdf) 87 |
**Raphael Linus Levien** 88 |
_University of California, Berkeley_ 89 | 90 | * [Generalized Perspective Projection](https://csc.lsu.edu/~kooima/pdfs/gen-perspective.pdf) 91 |
**Robert Kooima** 92 | 93 | * [Geometry-Aware Direction Field Processing](http://alice.loria.fr/publications/papers/2009/tog_DFD/DFD.pdf) 94 |
**Nicolas Ray, Bruno Vallet, Laurent Alonso, Bruno Levy** 95 |
_INRIA Institute, France_ 96 | 97 | * [Globally Optimal Direction Fields](https://www.cs.cmu.edu/~kmcrane/Projects/GloballyOptimalDirectionFields/paper.pdf) 98 | **Felix Knöppel, Keenan Crane, Ulrich Pinkall, Peter Schröder** 99 | _TU Berlin, Caltech_ 100 | 101 | * [Hexagonal Global Parameterization of Arbitrary Surfaces](https://web.engr.oregonstate.edu/~zhange/images/HexParam.pdf) 102 | **Matthias Nieser, Jonathan Palacios, Konrad Polthier, Eugene Zhang** 103 | 104 | * [Mesh Segmentation using Feature Point and Core Extraction](http://webee.technion.ac.il/~ayellet/Ps/KatzLeifmanTal.pdf) 105 | **Sagi Katz, George Leifman, Ayellet Tal** 106 | _Technion-Israel Institute of Technology, Department of Electrical Engineering_ 107 | 108 | * [Parallel Poisson Disk Sampling with Spectrum Analysis on Surface](https://www.liyiwei.org/papers/sample-siga10/paper.pdf) 109 | **John Bowers, Rui Wang, Li-Yi Wei, David Maletz** 110 | _University of Massachusetts Amherst, Microsoft Research_ 111 | 112 | * [Poisson Surface Reconstruction](http://hhoppe.com/poissonrecon.pdf) 113 | **Michael Kazhdan, Matthew Bolitho, Hugues Hoppe** 114 | _John Hopkins University, Microsoft Research_ 115 | 116 | * [Polygon Offseting By Computing Winding Numbers](https://mcmains.me.berkeley.edu/pubs/DAC05OffsetPolygon.pdf) 117 | **Xiaorui Chen, Sara McMains** 118 | _Department of Mechanical Engineering, University of California, Berkeley__ 119 | 120 | * [Robust Hex-Dominant Mesh Generation using Field-Guided Polyhedral 121 | Agglomeration](https://cims.nyu.edu/gcl/papers/Robust-Meshes-2017.pdf) 122 |
**Xifeng Gao, WenzelL Jakob,Marco Tarini,Danielle Panozo** 123 |
_New York University, École Polytechnique Fédérale de Lausanne (EPFL), Università degli Studi dell’Insubria and ISTI-CNR, New York University_
124 | 125 | * [Spherical Parameterization and Remeshing](http://hhoppe.com/sphereparam.pdf) 126 | **Emil Praun, Hugues Hoppe** 127 | _University of Utah, Microsoft Research_ 128 | 129 | * [Surface Panelization using Periodic Conformal Maps](http://sechel.de/publications/AAG2014Periodic.pdf) 130 |
**Thilo Rorig, Stefan Sechelmann, Agata Kycia, Moritz Fleischmann** 131 |
_Institut fur Mathematik, Technische Universitat Berlin, HENN Research, HENN Architekten_ 132 | 133 | * [Unwritten Procedural Modeling with the Straight Skeleton](http://theses.gla.ac.uk/4975/) 134 |
**Tom Kelly** 135 |
_University of Glasgow_ 136 | 137 | * [Variational Tangent Plane Intersection for Planar Polygonal Meshing](https://www.graphics.rwth-aachen.de/media/papers/zimmer_aag12_preprint_annotated.pdf) 138 |
**Henrik Zimmer, Marcel Campen, Ralf Herkrath, Leif Kobbelt** 139 |
_RWTH Aachen University_ 140 | 141 | --- 142 | 143 | ### Machine Learning & Neural Networks 144 | * [3D-R2N2: A Unified Approach for Single andMulti-view 3D Object Reconstruction](https://arxiv.org/pdf/1604.00449.pdf) 145 |
**Christopher B. Choy, Danfei Xu, JunYoung Gwak, Kevin Chen, Silvio Savarese** 146 |
_Stanford University_ 147 | 148 | * [A Neural Algorithm of Artistic Style](https://arxiv.org/pdf/1508.06576.pdf) 149 |
**Leon A. Gatys,Alexander S. Ecker, Matthias Bethge** 150 |
_Werner Reichardt Centre for Integrative Neuroscience and Institute of Theoretical Physics, University of Tubingen, Germany
151 | Bernstein Center for Computational Neuroscience, Tubingen, Germany
152 | Graduate School for Neural Information Processing, Tubingen, Germany
153 | Max Planck Institute for Biological Cybernetics, Tubingen, Germany
154 | Department of Neuroscience, Baylor College of Medicine, Houston, TX, USA_ 155 | 156 | * [LCR-Net++: Multi-person 2D and 3D PoseDetection in Natural Images](https://arxiv.org/pdf/1803.00455.pdf) 157 |
**Gregory Rogez, Philippe Weinzaepfel, Cordelia Schmid** 158 | 159 | * [3D-GAN - Learning a Probabilistic Latent Space of ObjectShapes via 3D Generative-Adversarial Modeling](http://3dgan.csail.mit.edu/) 160 |
**Jiajun Wu*, Chengkai Zhang*, Tianfan Xue, William T. Freeman, and Joshua B. Tenenbaum** 161 |
_MIT CSAIL_ 162 | 163 | * [Learning Depth from Single Images with DeepNeural Network Embedding Focal Length](https://arxiv.org/pdf/1803.10039.pdf) 164 |
**Lei He, Guanghui Wang, Zhanyi Hu** 165 | 166 | * [Learning the Depths of Moving People by Watching Frozen People](https://mannequin-depth.github.io/) 167 |
**Zhengqi Li, Tali Dekel, Forrester Cole, Richard Tucker, Noah Snavely, Ce Liu, William T. Freeman** 168 |
_Google Research_ 169 | 170 | * [Learning Single Camera Depth Estimation using Dual-Pixels](http://openaccess.thecvf.com/content_ICCV_2019/papers/Garg_Learning_Single_Camera_Depth_Estimation_Using_Dual-Pixels_ICCV_2019_paper.pdf) 171 |
**Rahul Garg, Neal Wadhwa, Sameer Ansari, Jonathan T. Barron** 172 |
_Goggle Research_ 173 | 174 | * [Multifaceted Feature Visualization: Uncovering the Different Types of Features Learned By Each Neuron in Deep Neural Networks](https://arxiv.org/pdf/1602.03616.pdf) 175 |
**Ahn Nguyen, Jason Yosinski, Jeff Clune** 176 |
_University of Wyoming, Cornell University_ 177 | 178 | * [Phase-Functioned Neural Networks for Character Control](http://theorangeduck.com/media/uploads/other_stuff/phasefunction.pdf)
**Daniel Holden, Taku Komura, Jun Saito** 179 |
_University of Edinburgh.
Method Studios._ 180 | 181 | * [Unshackling Evolution: Evolving Soft Robots with Multiple Materials and a Powerful Generative Encoding](http://jeffclune.com/publications/2013_Softbots_GECCO.pdf) 182 |
**Nick Cheney, Robert MacCurdy, Jeff Clune, Hod Lipson.** 183 |
_Creative Machines Lab, Cornell University.
Evolving AI Lab, University of Wyoming._ 184 | 185 | 186 | --- 187 | 188 | ### Physics & Material Simulation 189 | * [Deep Fluids: A Generative Network for Parameterized Fluid Simulations](https://cgl.ethz.ch/publications/papers/paperKim19a.php)
**B. Kim, V. C. Azevedo, N. Thuerey, T. Kim, M. Gross, B. Solenthaler**
_ETH Zurich, Technical University of Munich, Pixar Animation Studios_ 190 | 191 | * [Dynamic Simulation of Soft Heterogeneous Objects](https://arxiv.org/pdf/1212.2845v1.pdf)
**Jonathan Hiller, Hod Lipson**
_Sibley School of Mechanical and Aerospace Engineering, Cornell University_ 192 | 193 | * [Embedded Rationality: A Unified Simulation Framework for Interactive Form Finding](https://d2f99xq7vri1nk.cloudfront.net/legacy_app_files/pdf/complexconstraint_Published_Version.pdf) 194 |
**Ramtin Attar, Robert Aish, Jos Stam, Duncan Brinsmead,Alex Tessier, Michael Glueck and Azam Khan** 195 | 196 | * [Generating Surface Crack Patterns](https://www2.eecs.berkeley.edu/Pubs/TechRpts/2007/EECS-2007-142.pdf) 197 |
**Hayley Nicole Iben** 198 |
_University of California at Berkeley_ 199 | 200 | * [Interactive Terrain Modeling Using Hydraulic Erosion](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.173.5239&rep=rep1&type=pdf) 201 |
**Ondrej Št’ava, Bedrich Beneš, Matthew Brisbin, Jaroslav Krivánek** 202 |
_Czech Technical University in Prague, Purdue University_ 203 | 204 | * [Particle Simulation Using CUDA](http://developer.download.nvidia.com/assets/cuda/files/particles.pdf) 205 |
**Simon Greene** 206 |
_NVIDIA_ 207 | 208 | * [Physically-based and Real-time Simulation of Brittle Fracture for Interactive Applications](https://tel.archives-ouvertes.fr/tel-00752388/file/report.pdf) 209 |
**Loeïz Glondu** 210 |
_École normale supérieure de Cachan - ENS Cachan_ 211 | 212 | * [Position-Based Dynamics](http://matthias-mueller-fischer.ch/publications/posBasedDyn.pdf) 213 |
**Matthias Müller, Bruno Heidelberger, Marcus Hennix, John Ratcliff** 214 |
_AGEIA_ 215 | 216 | * [Position-Based Elastic Rods](https://docs.wixstatic.com/ugd/cf1fd6_d128ff89014f4bdebfeb967b88079daf.pdf) 217 |
**Jos Stam** 218 |
_Autodesk Research_ 219 | 220 | * [Position-Based Fluids](https://mmacklin.com/pbf_sig_preprint.pdf) 221 |
**Miles Macklin, Matthias Muller** 222 |
_NVIDIA_ 223 | 224 | * [Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions](http://matthias-mueller-fischer.ch/publications/fractureSG2013.pdf) 225 |
**Matthias Muller, Nuttapong Chentanez, Tae-Yong Kim** 226 |
_NVIDIA_ 227 | 228 | * [Real-Time Simulation and Rendering of 3D Fluids](https://www.cs.cmu.edu/~kmcrane/Projects/GPUFluid/paper.pdf) 229 | **Keenan Crane, Ignacio Llamas, Sarah Tari** 230 | _University of Illinois, NVIDIA_ 231 | 232 | * [Real-Time Fluid Dynamics for Games](http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf) 233 |
**Jos Stam** 234 |
_alias|wavefront_ 235 | 236 | * [Stable Fluids](http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/ns.pdf) 237 | **Jos Stam** 238 | _alias|wavefront_ 239 | 240 | * [XPBD: Position-Based Simulation of Compliant Constrained Dynamics](https://mmacklin.com/xpbd.pdf) 241 | **Miles Macklin, Matthias Muller, Nuttapong Chentanez** 242 | _NVIDIA_ 243 | 244 | 245 | --- 246 | 247 | ### Computational Imaging 248 | * [A few good samples: Shape & tone depiction for Hermite RBF implicits](https://www.researchgate.net/publication/221523260_A_few_good_samples_Shape_tone_depiction_for_Hermite_RBF_implicits/download) 249 |
**Emilio Vital Brazil, Ives Macedo, Mario Costa Sousa, Luiz Velho, Luiz Henrique de Figueiredo** 250 |
_University of Calgary, Canada , IMPA – Instituto Nacional de Matematica Pura e Aplicada, Brazil_ 251 | 252 | * [A GPU-based Method for Real-time Simulation of Eastern Painting](https://www.comp.nus.edu.sg/~huangzy/review/research/others/graphite07_lu.pdf) 253 |
**The Kiet Lu, Zhiyong Huang** 254 |
_School of Computing,National University of Singapore, Institute for Infocomm Research (I2R), A*STAR, Singapore_ 255 | 256 | * [A Survey of Digital Stippling](https://hal.inria.fr/hal-01528484/file/Martin_2017_SDS.pdf) 257 | **Domingo Martín, Germán Arroyo, Alejandro Rodríguez, Tobias Isenberg** 258 | _HAL, INRIA_ 259 | 260 | 261 | * [Apparent Ridges for Line Drawing](http://persci.mit.edu/pub_pdfs/ApparentLines.pdf) 262 |
**Tilke Judd, Fredo Durand, Edward Adelson** 263 |
_MIT CSAIL, MIT Dept. of Brain and Cognitive Sciences_ 264 | 265 | * [Coherent Line Drawing](http://umsl.edu/mathcs/about/People/Faculty/HenryKang/coon.pdf) 266 |
**Henry Kang, Seungyong Lee, Charles K. Chui** 267 |
_University of Missouri, POSTECH_
[ >> _Open-source C++ Implementation_ <<](https://github.com/SSARCandy/Coherent-Line-Drawing) 268 | 269 | * [Computer-Generated Watercolor](https://maverick.inria.fr/Members/Cyril.Soler/DEA/NonPhotoRealisticRendering/Papers/p421-curtis.pdf) 270 | **Cassidy J. Curtis Sean E. Anderson, Joshua E. Seims Kurt W. Fleischery David H. Salesin** 271 | _University of Washington, Stanford University, Pixar Animation Studios_ 272 | 273 | 274 | * [Effective Toon-Style Rendering Control Using Scalar Fields](https://graphics.pixar.com/library/ToonRendering/paper.pdf) 275 |
**Alex Harvill** 276 |
_Pixar Animation Studios_. 277 | 278 | * [Electrostatic Halftoning](https://www.mia.uni-saarland.de/Publications/schmaltz-pp260.pdf) 279 | **Christian Schmaltz, Pascal Gwosdek, Andrés Bruhn, Joachim Weickert** 280 | _Mathematical Image Analysis Group, Saarland University_ 281 | [_Supplementary Material_](https://www.mia.uni-saarland.de/Research/Electrostatic_Halftoning/index.shtml) 282 | 283 | 284 | 285 | * [GPU Ray Tracing – Comparative Study of Ray-Triangle Intersection Algorithms](http://www.graphicon.ru/html/2012/conference/EN2%20-%20Graphics/gc2012Shumskiy.pdf) 286 |
**Vladimir Shumskiy, Alexandre Parshin** 287 |
_Moscow Institute of Physics and Technology, Air Graphics_ 288 | 289 | * [GVDB: Raytracing Sparse VoxelDatabase Structures on the GPU](http://ramakarl.com/pdfs/2016_Hoetzlein_GVDB.pdf) 290 | **Rama Karl Hoetzlein** 291 | _NVIDIA_ 292 | 293 | * [Illustrating Smooth Surfaces](https://mrl.nyu.edu/publications/illustrating-smooth/hertzmann-zorin.pdf) 294 |
**Aaron Hertzmann, Denis Zorin** 295 |
_New York University_ 296 | 297 | * [Interactive Rendering of Large-Scale Volumes on Multi-Core CPUs](http://www.sci.utah.edu/~wald/Publications/2019/bricktree/bricktree.pdf) 298 | **Feng Wang, Ingo Wald, Chris R. Johnson** 299 | _SCI Institute, University of Utah,ntel Corporation_ 300 | 301 | * [Interactive Volume Caustics in Single-Scattering Media](https://sci-hub.tw/http://dx.doi.org/10.1145/1730804.1730822)
**Wei Hu, Zhao Dong, Ivo Ihrke, Thorsten Grosch, Guodong Yuan, Hans-Peter Seidel**
_Beijing University of Chemical Technology China, MPI Informatik Germany, University of British Columbia Canada, Universitat Magdeburg Germany_ 302 | 303 | * [Image Stylization using Anisotropic Reaction Diffusion](https://sci-hub.tw/10.1007/s00371-015-1139-2) 304 |
**Ming-Te Chi, Wei-Ching Liu, Shu-Hsuan Hsu** 305 |
_Department of Computer Science, National Chengchi University_
[>>_Open-Source C++ Implementation_<<](https://github.com/cglabnccu/stylizationRD) 306 | 307 | * [Image and Video Abstraction by Coherence-Enhancing Filtering](http://www.kyprianidis.com/p/eg2011/jkyprian-eg2011.pdf)
**Jan Eric Kyprianidis, Henry Kang** 308 |
_Hasso-Plattner-Institut,Germany, University of Missouri, St. Louis, USA_ 309 | 310 | * [Line Direction Matters: An Argument For The Use Of Principal Directions In 3D Line Drawings](https://www-users.cs.umn.edu/~interran/papers/npar00.pdf) 311 |
**Ahna Girshick, Victoria Interrante, Steven Haker, Todd Lemoine** 312 |
_Nissan Cambridge Basic Research, University of Minnesota, Yale University, LambSoft_ 313 | 314 | * [Path Tracing in Production - SIGGRAPH 2018 Course](https://jo.dreggn.org/path-tracing-in-production/2018/course-notes.pdf) 315 |
**Luca Fascione, Johannes Hanika, Rob Pieké, Ryusuke Villemin, Christophe Hery, Manuel Gamito, Luke Emrose, André Mazzone** 316 |
_Weta Digital, MPC, Pixar Animation Studios, Framestore, Animal Logic, Industrial Light & Magic_ 317 | 318 | * [Physically-Based Real-Time Lens Flare Rendering](http://resources.mpi-inf.mpg.de/lensflareRendering/pdf/flare.pdf) 319 | **Matthias Hullin, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee** 320 | _MPI Informatik, Telecom ParisTech, Saarland University, Sungkyunkwan University_ 321 | 322 | * [Real-time Realistic Rendering and Lighting of Forests](https://hal.inria.fr/hal-00650120/file/article.pdf) 323 |
**Eric Bruneton, Fabrice Neyret** 324 |
_INRIA_ 325 | 326 | * [Real-Time Volume Caustics with Adaptive Beam Tracing](https://cg.ivd.kit.edu/downloads/VolumeCaustics_Preprint.pdf)
**Gabor Liktor, Carsten Dachsbacher** 327 |
_Computer Graphics Group / Karlsruhe Institute of Technology_ 328 | 329 | * [Real-Time Volumetric Shadows Using 1D Min-Max MipMaps](http://groups.csail.mit.edu/graphics/mmvs/mmvs.pdf) 330 |
**Jiawen Chen,Ilya Baran, Fredo Durand, Wojciech Jarosz** 331 |
_MIT CSAIL, Disney Research Zurich_ 332 | 333 | * [Rendering Large Point Clouds in Unity](https://www.cg.tuwien.ac.at/research/publications/2017/FRAISS-2017-PCU/FRAISS-2017-PCU-thesis.pdf) 334 |
**Simon Maximilian Fraiss** 335 |
_TU Vienna_ 336 | 337 | * [Rendering Parametric Surfaces in Pen and Ink](http://www.cs.otago.ac.nz/cosc455/p469-winkenbach.pdf) 338 |
**Georges Winkenbach, David H. Salesin** 339 |
_Department of Computer Science and Engineering, University of Washington_ 340 | 341 | * [Seeing Relativity-Ray tracing in a Schwarzschild metric to explore the maximal analytic extension of the metric and making a proper rendering of the stars](https://arxiv.org/pdf/1511.06025.pdf) 342 |
**Alain Riazuelo** 343 |
_Sorbonne Universite, Institut dAstrophysique de Paris_ 344 | 345 | * [State of the Art on 3D Reconstruction with RGB-D Cameras](https://web.stanford.edu/~zollhoef/papers/EG18_RecoSTAR/paper.pdf) 346 |
**Michael Zollhöfer, Patrick Stotko, Andreas Görlitz, Christian Theobalt, Matthias Nießner, Reinhard Klein, Andreas Kolb** 347 |
_Max-Planck Institute for Informatics,Stanford University,Computer Graphics Group-University of Bonn, Computer Graphics Group-University of Siegen, Technical University of Munich_ 348 | 349 | * [Theory, Analysis and Applications of 2D Global Illumination](https://cs.dartmouth.edu/~wjarosz/publications/jarosz12theory.html) 350 |
**Wojciech Jarosz, Volker Schönefeld, Leif Kobbelt, Henrik Wann Jensen** 351 |
_Disney Research Zürich, UC San Diego, Limbic Software, RWTH Aachen University_ 352 | 353 | * [Using a Floating Origin to Improve Fidelity and Performance of Large, Distributed Virtual Worlds](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.471.7201&rep=rep1&type=pdf) 354 |
**Chris Thorne** 355 |
_School of Computer Science and Software Engineering, The University of Western Australia_
[_>> Unity Implementation <<_](http://wiki.unity3d.com/index.php?title=Floating_Origin) 356 | 357 | * [Volumetric fog: Unified, compute shader based solution to atmospheric scattering](https://bartwronski.files.wordpress.com/2014/08/bwronski_volumetric_fog_siggraph2014.pdf) 358 |
**Bartłomiej Wroński** 359 |
_Ubisoft Montreal_ 360 | 361 | --- 362 | 363 | ### Volumetric Capturing 364 | * [Motion2Fusion-Real-Time Volumetric Performance Capture](https://www.researchgate.net/publication/321236208_Motion2fusion_real-time_volumetric_performance_capture) 365 |
**Mingsong Dou, Philip Davidson, Sean Ryan Fanello, Sameh Khamis, Adarsh Kowdle, Christoph Rhemann, Vladimir Tankovich, Shahram Izadi** 366 |
_Perspective IO_
367 | 368 | ### GPGPU Data Structures & Algorithms 369 | * [Jump Flooding in GPU with Applications to Voronoi Diagram and Distance Transform (JFA)](https://sci-hub.do/10.1145/1111411.1111431) 370 | **Guodong Rong, Tiow-Seng Tan** 371 | _School of Computing, National University of Singapore_ 372 | 373 | * [Efficient Spatial Binning on the GPU](http://www.chrisoat.com/papers/EfficientSpatialBinning.pdf) 374 |
**Christopher Oat, Joshua Barczak, Jeremy Shopf** 375 |
_AMD_
376 | 377 | * [Fast Parallel Surface and Solid Voxelization on GPUs](http://research.michael-schwarz.com/publ/files/vox-siga10.pdf) 378 | **Michael Schwarz, Hans-Peter Seidel** 379 | _Max-Planck-Institut Informatik_ 380 | 381 | * [Fast Parallel Construction of High-Quality Bounding Volume Hierarchies](https://research.nvidia.com/sites/default/files/pubs/2013-07_Fast-Parallel-Construction/karras2013hpg_paper.pdf) 382 | **Tero Karras, Timo Aila** 383 | _NVIDIA_ 384 | 385 | * [Fast 4-way parallel radix sorting on GPUs](https://vgc.poly.edu/~csilva/papers/cgf.pdf) 386 | **Linh Ha, Jens Krüger, Cláudio T. Silva** 387 | _University of Utah_ 388 | 389 | * [Maximizing Parallelism in the Construction of BVHs,Octrees, andk-d Trees](https://research.nvidia.com/sites/default/files/publications/karras2012hpg_paper.pdf) 390 | **Tero Karras** 391 | _NVIDIA_ 392 | 393 | * [Out-of-Core Construction of Sparse Voxel Octrees](https://graphics.cs.kuleuven.be/publications/BLD13OCCSVO/) 394 | **Jeroen Baert, Ares Lagae, Philip Dutré** 395 | _Department of Computer Science, KU Leuven_ 396 | 397 | 398 | 399 | 400 | 401 | -------------------------------------------------------------------------------- /Categories/Publications/Books.md: -------------------------------------------------------------------------------- 1 | Online Books 2 | ====== 3 | ### Computational Geometry 4 | * [A Primer on Bézier Curves](https://pomax.github.io/bezierinfo/) 5 | **Mike 'Pomax' Kamermans** 6 | _A free, online book for when you really need to know how to do Bézier things._ 7 | 8 | * [Discrete Differential Geometry: An Applied Introduction](https://www.cs.cmu.edu/~kmcrane/Projects/DDG/paper.pdf) 9 | **Keenan Crane** 10 | 11 | * [Geometry Algorithms](http://geomalgorithms.com/index.html) 12 |
**Dan Sunday** 13 |
_Huge online book with practical geometric algorithms for the software developer, covering Linear Algebra, Intersections, Convex Hulls, Inclusions, Distances etc, and including C++ implementations._ 14 | 15 | * [Geometric Tools for Computer Graphics](http://lib.ysu.am/open_books/312121.pdf) 16 |
**Philip Schneider, David Eberly** 17 |
_1042 pages of clean and accurate implementations of simple, intermediate and complex geometric problems._ 18 | 19 | ### Creative Coding 20 | * [The Nature Of Code](https://natureofcode.com/book/) 21 |
**Daniel Shiffman** 22 |
_Loved by thousands of creative coders around the world._ 23 | 24 | ### Raytracing & Pathtracing 25 | * [An Introduction To Ray Tracing](http://www.realtimerendering.com/raytracing/An-Introduction-to-Ray-Tracing-The-Morgan-Kaufmann-Series-in-Computer-Graphics-.pdf) 26 | **Andrew S. Glassner** (Editor) 27 | _The first book on ray-tracing, a true classic from 1989, still holding it's value._ 28 | 29 | * [NVIDIA Ray Tracing Gems](http://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.5.pdf) 30 |
**Eric Haines, Tomas Akenine-Möller,Alexander Keller, Morgan McGuire, Jacob Munkberg, Matt Pharr, Peter Shirley, Ingo Wald, Chris Wyman** 31 |
_State of the art real-time rendering techniques with DXR and other APIs, by true legends of the industry. Released in April 2019._ 32 | 33 | * [Physically Based Rendering: From Theory To Implementation](https://pbrt.org/) 34 |
**Matt Phar, Wenzel Jakob, Greg Humphreys** 35 |
_Considered by some the Bible of modern rendering._ 36 | 37 | * [Ray Tracing Minibook Series](https://drive.google.com/drive/folders/14yayBb9XiL16lmuhbYhhvea8mKUUK77W) 38 |
**Peter Shirley** 39 |
_The famous series "Ray Tracing in a Weekend", "Ray Tracing: The next Week", "Ray Tracing: The Rest of your Life", available in a pay-what-you-want format by the author, Peter Shirley._ 40 | 41 | * [Scratch A Pixel](http://www.scratchapixel.com/) 42 |
_32 lessons, 166 chapters, 450,000 words and C++ source code, explaining fundamentals, intermediate and advanced concepts of 3D Rendering, from camera and material models, to volumetric path-tracing. Excellent resource._ 43 | 44 | ### Game Programming 45 | * [Game Design Patterns](http://gameprogrammingpatterns.com/contents.html) 46 |
**Bob Nystrom** 47 |
Excellent and well-explained collection of patterns found in games that make code cleaner, easier to understand, and faster, by Bob Nystrom, an Electronic Arts veteran. 48 | 49 | ### GPU Shaders & GPU Computing 50 | * [The Book of Shaders](https://thebookofshaders.com/) 51 |
**Patricio Gonzalez Vivo, Jen Lowe** 52 |
_A gentle (And downright astonishing) step-by-step guide through the abstract and complex universe of Fragment Shaders._ 53 | 54 | * [NVIDIA GPU Gems 1,2 & 3](https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_pref01.html) 55 |
_Probably the most in-depth and extensive open resource on modern GPU computing and real-time graphics available._ 56 | -------------------------------------------------------------------------------- /Categories/Publications/Open Documents.md: -------------------------------------------------------------------------------- 1 | Open Documents 2 | ====== 3 | ## Contents 4 | ### [3-Dimensional Capturing]() 5 | ### [Computational Geometry]() 6 | ### [Computational Imaging]() 7 | ### [Computer Science]() 8 | ### [Digital Signal Processing]() 9 | ### [GPGPU Data Structures & Algorithms]() 10 | ### [Physics & Simulation]() 11 | --- 12 | ### 3-Dimensional Capturing 13 | * [Full Photogrammetry Guide for 3D Artists](https://80.lv/articles/full-photogrammetry-guide-for-3d-artists/) 14 |
_Vlad Kuzmin's extensive guide for efficient photogrammetry captures, hosted by 80.lv._ 15 | 16 | * [Unity Photogrammetry Workflow](https://unity3d.com/files/solutions/photogrammetry/Unity-Photogrammetry-Workflow_2017-07_v2.pdf)
**Sébastien Lachambre, Sébastien Lagarde, Cyril Jover**
_This document aims to describe a photogrammetry workflow dedicated to authoring game assets with an affordable budget for a game studio. It goes through image capturing, image processing, point cloud and mesh reconstruction, model clean-up, reduction and retopology, texture transfering, and post-processing._ 17 | 18 | * [Using the RealSense D4xx Depth Sensors in Multi-Camera Configurations](https://www.intelrealsense.com/wp-content/uploads/2018/12/Multiple_Camera_WhitePaper_rev1.1.pdf) 19 |
**Anders Grunnet-Jepsen, Paul Winer, Aki Takagi, John Sweetser, Kevin Zhao, Tri Khuong, Dan Nie, John Woodfill** 20 | 21 | 22 | ### Computational Geometry 23 | * [Geometric Algorithms](https://www.cs.princeton.edu/courses/archive/spr04/cos226/lectures/geometry2.4up.pdf) 24 | **Kevin Wayne, Princeton University** 25 | _A good collection of geometry-related data-structures and algorithms_ 26 | 27 | * [Geometric Tools Documentation](https://www.geometrictools.com/Documentation/Documentation.html) 28 |
**David Eberly** 29 |
_A very long list of documents explaining advanced mathematical, geometrical and computational concepts and techniques._ 30 | 31 | * [Karl Sims' Reaction Diffusion Tutorial](http://www.karlsims.com/rd.html) 32 |
**Karl Sims** 33 | 34 | * [Laplace-Beltrami: The Swiss Army Knife of Geometry Processing](https://www.cs.cmu.edu/~kmcrane/Projects/Other/SwissArmyLaplacian.pdf) 35 | **Justin Solomon, Keenan Crane, Etienne Vouga** 36 | 37 | 38 | * [OBJ File Format Specification](http://www.martinreddy.net/gfx/3d/OBJ.spec) 39 |
**Martin Reddy** 40 |
_Thorough documentation of every single feature of the .obj file format._ 41 | 42 | * [Princeton Computer Science Courses: Raycasting](http://www.cs.princeton.edu/courses/archive/fall00/cs426/lectures/raycast/raycast.pdf) 43 |
**Thomas Funkhouser** 44 |
_Professor Funkhouser's notes about Ray-Primitive intersections from the course CS426 (Fall 2000)._ 45 | 46 | 47 | ### Computational Imaging 48 | * [Accelerated Raytracing in One Weekend in CUDA](https://devblogs.nvidia.com/accelerated-ray-tracing-cuda/) 49 | **Roger Allen** 50 | _Would you like to build a ray tracer that runs on your GPU using CUDA? If so, this post is for you_ 51 | 52 | 53 | * [Adopting Lessons From Offline Ray-Tracing To Real-Time Ray Tracing For Practical Pipelines](http://advances.realtimerendering.com/s2018/Pharr%20-%20Advances%20in%20RTR%20-%20Real-time%20Ray%20Tracing.pdf) 54 |
**Matt Pharr** 55 |
_Real-time GPU ray-tracing on modern hardware(2018 onwards) explained brilliantly by Matt Phar._ 56 | 57 | 58 | * [How to Draw A Black Hole](http://rantonels.github.io/starless/) 59 |
**Ricardo Antonelli** 60 |
_Geodesic raytracing in curved spacetime_ 61 | 62 | * [Mechanics of Robust Stencil Shadows](https://www.gamedeveloper.com/programming/the-mechanics-of-robust-stencil-shadows) 63 | **Eric Lengyel** 64 | _Article presenting the intricacies of the entire stencil shadow algorithm and covering every mathematical detail of its efficient implementation._ 65 | 66 | 67 | * [Optimized Stencil Shadow Volumes](https://www.nvidia.com/docs/IO/8230/GDC2003_ShadowVolumes.pdf) 68 |
**Cass Everitt, Mark J. Kilgard** 69 |
_Lecture from GDC 2003 from NVIDIA, explaining the technique of real-time stencil shadow volumes and how to optimize them._ 70 | 71 | 72 | * [Raytracing Scientific Data In NVIDIA Optix With GVDB Sparse Volumes](http://ramakarl.com/pdfs/2016_Hoetzlein_Scientific_Data.pdf) 73 |
**Rama Karl Hoetzlein** 74 |
_NVIDIA_ 75 | 76 | 77 | * [Realtime Volumetric Rendering](http://patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf) 78 |
**Patapom / Bomb!** 79 |
_"Almost everyone in the demoscene is enjoying ray-marching through a distance field but I haven’t seen much volumetric rendering done with it.So, why not use ray-marching to achieve what it was created for originally: rendering a participating medium?"_ 80 | 81 | 82 | ### Computer Science 83 | * [Bit Twiddling Hacks](http://graphics.stanford.edu/~seander/bithacks.html) 84 |
**Sean Eron Anderson** 85 |
_Extensive, thoroughly tested, and incredibly valuable list of bitwise operation hacks by Stanford University._ 86 | 87 | * [Introduction to Octrees](https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/introduction-to-octrees-r3529/) 88 | **Slayemin** 89 | _This article shows you how to create an octree, from concept to code, and how to optimize the performance to be lean on CPU and memory usage._ 90 | 91 | * [Know Your Architecture: Performance Programming for GameDev Students](http://fragmentbuffer.com/docs/PerformanceProgramming.pdf) 92 | **Keith O'Conor (Ubisoft Montreal)** 93 | 94 | 95 | ### Digital Signal Processing 96 | * [Seeing Circles, Sines, and Signals: A Compact Primer On Digital Signal Processing](https://jackschaedler.github.io/circles-sines-signals/index.html) 97 |
**Jack Schaedler** 98 |
_Probably the most compact and comprehensive primer on Signal Processing, Sine waves, Fourier transform etc that exists._ 99 | 100 | ### Physics & Simulation 101 | * [Fast Fixed-Radius Nearest Neighbors: Interactive Million-Particle Fluids](http://ramakarl.com/pdfs/2014_Hoetzlein_Fast_Neighbors.pdf) 102 |
**Rama Karl Hoetzlein** 103 |
_NVIDIA_ 104 | 105 | * [Fluid Simulation For Dummies](https://mikeash.com/pyblog/fluid-simulation-for-dummies.html) 106 |
**Mike Ash** 107 |
_Simple, step-by-step explanation of real-time 3D Fluid Dynamics._ 108 | 109 | * [Karl Sims' Fluid Flow Tutorial](http://www.karlsims.com/fluid-flow.html) 110 |
**Karl Sims** 111 | 112 | * [Robust Contact Creation for Physics Simulations](https://steamcdn-a.akamaihd.net/apps/valve/2015/DirkGregorius_Contacts.pdf) 113 |
**Dirk Gregorious - Valve Software** 114 | 115 | * [Verlet Integration](https://resources.saylor.org/wwwresources/archived/site/wp-content/uploads/2011/06/MA221-6.1.pdf) 116 | **Saylor.org archives** 117 | 118 | 119 | ### GPGPU Data Structures & Algorithms 120 | * [Thinking Parallel, Part I: Collision Detection on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-i-collision-detection-gpu/) 121 | **Tero Karras** 122 | _NVIDIA_ 123 | 124 | * [Thinking Parallel, Part II: Tree Traversal on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-ii-tree-traversal-gpu/) 125 | **Tero Karras** 126 | _NVIDIA_ 127 | 128 | * [Thinking Parallel, Part III: Tree Construction on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-iii-tree-construction-gpu/) 129 | **Tero Karras** 130 | _NVIDIA_ 131 | 132 | -------------------------------------------------------------------------------- /Categories/Publications/Proceedings.md: -------------------------------------------------------------------------------- 1 | # Conference Proceedings 2 | 3 | ## Computational Design & Architecture 4 | 5 | * ### [Advances in Architectural Geometry 2018](https://research.chalmers.se/publication/504188/file/504188_Fulltext.pdf) 6 | * ### [Advances in Architectural Geometry 2016](https://vdf.ch/index.php?route=product/product/download&eoa_id=9082&product_id=2001) 7 | * ### [Advnaces in Architectural Geometry 2010](https://ia800805.us.archive.org/12/items/AdvancesInArchitecturalGeometry2010/Advances%20in%20architectural%20geometry%202010.pdf) 8 | * ### [Advances in Architectural Geometry 2008](https://www.researchgate.net/publication/303519074_Advances_in_Architectural_Geometry_Conference_Proceedings_2008/download) 9 | -------------------------------------------------------------------------------- /Categories/Repositories.md: -------------------------------------------------------------------------------- 1 | Code Repositories 2 | ====== 3 | ### [Anders Hoff (incovergent)](https://github.com/inconvergent) 4 | _Excellent generative algorithms by the pioneer of the field, Anders Hoff._ 5 | 6 | --- 7 | 8 | ### [Andy Duboc](https://github.com/andydbc) 9 | _High quality HLSL Shaders & Shader Graphs for Unity3d by Andy Duboc._ 10 | 11 | --- 12 | 13 | ### [Array Fire](https://github.com/arrayfire/arrayfire) 14 | _ArrayFire is a general-purpose library that simplifies the process of developing software that targets parallel and massively-parallel architectures including CPUs, GPUs, and other hardware acceleration devices._ 15 | 16 | --- 17 | 18 | ### [COMPAS](https://github.com/compas-dev/compas) 19 | _Open-source, Python-based framework for computational research and collaboration in architecture, engineering and digital fabrication._ 20 | 21 | --- 22 | 23 | ### [CUDAfy.NET](https://github.com/Cr33zz/CUDAfy.NET) 24 | _The official repository of the CUDAfy project._ 25 | 26 | --- 27 | 28 | ### [ComputeSHARP](https://github.com/Sergio0694/ComputeSharp) 29 | _The official repository of the ComputeSharp project, a .NET Standard 2.1 library to run C# code in parallel on the GPU through DX12 and dynamically generated HLSL compute shaders._ 30 | 31 | --- 32 | 33 | ### [David Eberly - Geometric Tools](https://www.geometrictools.com/index.html) 34 | _The official site for the Geometric Tools Engine, a library of source code for computing in the fields of mathematics, graphics, image analysis and physics. Alongside the source code, lots of great resources about computational geometry._ 35 | 36 | --- 37 | 38 | ### [Denis Rizov](https://github.com/dbrizov) 39 | _One of the best Unity/C# repositories, including an enormous list of Editor Attribute Extensions and a buyoancy simulator._ 40 | 41 | --- 42 | 43 | ### [Detectron 2](https://github.com/facebookresearch/detectron2) 44 | _Detectron2 is Facebook AI Research's next generation software system that implements state-of-the-art object detection algorithms._ 45 | 46 | --- 47 | 48 | ### [Easings](https://github.com/ai/easings.net) 49 | _Easing functions [cheat sheet](https://easings.net/)!_ 50 | 51 | --- 52 | 53 | ### [Eric Jang](https://github.com/ericjang) 54 | _Research Engineer at GoogleBrain. Dozens of deep learning repositories._ 55 | 56 | --- 57 | 58 | ### [Evan Wallace](https://github.com/evanw?tab=repositories) 59 | _The founder of Figma. Among other unbelievable things, his repository hosts an interactive WebGL pathtracer and an interactive WebGL water caustics simulator._ 60 | 61 | --- 62 | 63 | ### [Forceflow - Jeroen Baert](https://github.com/Forceflow?tab=repositories) 64 | _Home of Jeoren Baert's CUDA Voxelizer, Morton Encoding library, Suggestive Contours, and many more computer graphics gems._ 65 | 66 | --- 67 | 68 | ### [Geometry Central](https://github.com/nmwsharp/geometry-central) 69 | _Geometry-central is a modern C++ library of data structures and algorithms for geometry processing, with a particular focus on surface meshes._ 70 | 71 | --- 72 | 73 | ### [Geometry 3 Sharp](https://github.com/gradientspace/geometry3Sharp) 74 | _Extensive state-of-the-art C# computational geometry libraries by GradientSpace._ 75 | 76 | --- 77 | 78 | ### [GPU Radix Sort](https://github.com/mark-poscablo/gpu-radix-sort) 79 | _CUDA implementation of parallel radix sort using Blelloch scan by [Mark Poscablo](https://github.com/mark-poscablo)._ 80 | 81 | --- 82 | 83 | ### [JustCoding - Advanced Algorithms](https://github.com/justcoding121/Advanced-Algorithms) 84 | _100+ algorithms & data structures generically implemented in C# by Jehonathan Thomas._ 85 | 86 | --- 87 | 88 | ### [Joel Simon](https://github.com/joel-simon) 89 | _Computational geometry meets evolutionary algorithms and biomimicry._ 90 | 91 | --- 92 | 93 | ### [Junichiro Horikawa](https://github.com/jhorikawa) 94 | _Great variety of algorithmic design tools for Unity, Houdini and Rhino/Grasshopper by Junichiro Horikawa._ 95 | 96 | --- 97 | 98 | ### [NVIDIA Kaolin](https://github.com/NVIDIAGameWorks/kaolin) 99 | _A PyTorch Library for Accelerating 3D Deep Learning Research._ 100 | 101 | --- 102 | 103 | ### [Keijiro Takahashi](https://github.com/keijiro) 104 | _State-of-the-art, high-performance creative coding tools and effects implemented in Unity3d by Keijiro Takahashi._ 105 | 106 | --- 107 | 108 | ### [LBVH](https://github.com/ToruNiina/lbvh) 109 | _An implementation of the following paper Tero Karras: **"Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees"**_ 110 | 111 | --- 112 | 113 | ### [Lotte Makes Stuff](https://github.com/LotteMakesStuff) 114 | _Unity3d gems by Lotte Makes Stuff._ 115 | 116 | --- 117 | 118 | ### [Masatatsu Nakamura](https://github.com/mattatz) 119 | _Excellent C# Unity tools, related to volumetric rendering, voxelization and procedural growth._ 120 | 121 | --- 122 | 123 | ### [Managed CUDA](https://github.com/kunzmi/managedCuda) 124 | _Official repository of the managedCUDA project, providing an easy integration of NVidia's CUDA in .net applications written in C#, Visual Basic or any other .net language_ 125 | 126 | --- 127 | 128 | ### [Nakata Nobuyuki](https://github.com/nobnak) 129 | _High quality GPU shaders and academic paper implementations from Nakata Nobuyuki, member of TeamLab in Tokyo._ 130 | 131 | --- 132 | 133 | ### [Noise Crime](https://github.com/noisecrime) 134 | _Useful creative coding tools and forks from other repositories, mostly implemented in Unity3d._ 135 | 136 | --- 137 | 138 | ### [Open3D](https://github.com/intel-isl/Open3D) 139 | _A Modern Library for 3D Data Processing from Intel Intelligent Systems Lab._ 140 | 141 | --- 142 | 143 | ### [OpenCV Sharp](https://github.com/shimat/opencvsharp) 144 | _C# implementation of the OpenCV library, hosted by Shima._ 145 | 146 | --- 147 | 148 | ### [p5.js Shaders](https://github.com/ITP-xStory/p5js-shaders) 149 | _A great way to start familiarizing yourself with making amazing graphics for your projects in p5 and a simple introduction to shaders._ 150 | 151 | --- 152 | 153 | ### [p5.js Shader Examples](https://github.com/aferriss/p5jsShaderExamples) 154 | _A collection of heavily commented 2d shaders in p5.js_ 155 | 156 | --- 157 | 158 | ### [Pavel Dobryakov](https://github.com/PavelDoGreat) 159 | _Really fast, mobile friendly WebGL Computational Fluid Simulator._ 160 | 161 | --- 162 | 163 | ### [Position Based Dynamics](https://github.com/InteractiveComputerGraphics/PositionBasedDynamics) 164 | _PositionBasedDynamics is a particle-based library for the physically-based simulation of rigid bodies, deformable solids and fluids, developed by the Interactive Computer Graphics department of Aachen University._ 165 | 166 | --- 167 | 168 | ### [RTOW-OptiX ](https://github.com/ingowald/RTOW-OptiX) 169 | _Ingo Wald's OptiX version of Pete Shirley's "RayTracing in One Weekend" series._ 170 | 171 | ### [Scrawk](https://github.com/Scrawk) 172 | _State-of-the-art computational geometry algorithms implemented in Unity3d by Scrawk._ 173 | 174 | --- 175 | 176 | ### [SDF](https://github.com/Ennju/SDF) 177 | _Fast sweeping method / Fast iteration method / Fast marching method on the GPU using Unity 2018.2_ 178 | 179 | ### [Shane Celis](https://github.com/shanecelis?tab=repositories) 180 | _Shane Celis' amazing repositories, among others a realtime caustics solution for Unity!_ 181 | 182 | --- 183 | 184 | ### [ShapeOP](https://www.shapeop.org/index.php) 185 | _Header-only C++ library for static and dynamic geometry processing, using a unified framework for optimization under constraints. It is developed by the Computer Graphics and Geometry Laboratory of EPFL, in collaboration with Daniel Piker and Anders Holden Deleuran._ 186 | 187 | --- 188 | 189 | ### [Sebastian Lague](https://github.com/SebLague) 190 | _Sebastian Lague's open-source C# code, accompanying his Youtube [Unity tutorials](https://www.youtube.com/user/Cercopithecan)_ 191 | 192 | --- 193 | 194 | ### [Stella Cannefax - stella3d](https://github.com/stella3d) 195 | _The famous Unity Job System cookbook by Stella Cannefax._ 196 | 197 | --- 198 | 199 | ### [Tom Kelly](https://github.com/twak?tab=repositories) 200 | _3D Machine learning, data driven procedural urban modelling, a google street view scraper and more excellent research on Tom Kelly's github page._ 201 | 202 | --- 203 | 204 | ### [Unity Built-In Shaders](https://github.com/TwoTailsGames/Unity-Built-in-Shaders) 205 | _An unofficial repo for Unity Built-in Shaders_ 206 | 207 | --- 208 | 209 | ### [Unity3D-CG-Programming](https://github.com/przemyslawzaworski/Unity3D-CG-programming) 210 | _A treasure trove of advanced Cg/HLSL shaders for Unity by Przemyslaw Zaworski_ 211 | 212 | --- 213 | 214 | ### [Unity Entity Component System Samples](https://github.com/Unity-Technologies/EntityComponentSystemSamples) 215 | _Regularly updated samples and documentation about Unity's experimental ECS and Job system._ 216 | 217 | --- 218 | 219 | ### [Unity Node Editor Framework](https://github.com/Seneral/Node_Editor_Framework) 220 | _A flexible and modular Node Editor Framework for creating node based displays and editors in Unity, developed by Levin Gaeher._ 221 | 222 | --- 223 | 224 | ### [Unity Optix Plugin](https://github.com/Alexander-Scott/UnityOptixPlugin) 225 | _An example of a Unity plugin that allows you to leverage the power of NVIDIA Optix (by Alex Scott)_ 226 | -------------------------------------------------------------------------------- /Categories/ShouldersOfGiants.md: -------------------------------------------------------------------------------- 1 | 2 | Shoulders Of Giants 3 | ====== 4 | Historical papers that massively affected the field of Computer Graphics. 5 | 6 | [**1950-1960**](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/ShouldersOfGiants.md#1950-1960) 7 | 8 | [**1960-1970**](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/ShouldersOfGiants.md#1960-1970) 9 | 10 | [**1970-1980**](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/ShouldersOfGiants.md#1970-1980) 11 | 12 | [**1980-1990**](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/ShouldersOfGiants.md#1980-1990) 13 | 14 | [**1990-2000**](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/ShouldersOfGiants.md#1990-2000) 15 | 16 | ## 1950-1960 17 | #### 1959 18 | [**de Casteljau**, Paul. **Courbes a Poles** [PDF does not exist. Please help!]](https://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm) 19 | Paul de Casteljau talks about his method in retrospect, in [Fundamental Developments of Computer-Aided Geometric Modelling (1993)](https://archive.org/details/fundamentaldevel0000unse/mode/2up) 20 | 21 | ## 1960-1970 22 | #### 1963 23 | [**Sutherland**, Ivan. **Sketchpad: A man-machine graphical communication system**](https://www.cl.cam.ac.uk/techreports/UCAM-CL-TR-574.pdf) 24 | 25 | #### 1967 26 | [**Coons**, Steven. **Surfaces For Computer-Aided Design of Space Forms**](http://publications.csail.mit.edu/lcs/pubs/pdf/MIT-LCS-TR-041.pdf) 27 | 28 | [**Verlet**, Loup. **Computer "Experiments" on Classical Fluids .I. Thermodynamical Properties of Lennard-Jones Molecules**](https://journals.aps.org/pr/pdf/10.1103/PhysRev.159.98) 29 | 30 | #### 1968 31 | [**Sutherland**, Ivan. **A Head-Mounted Three Dimensional Display**](http://cacs.usc.edu/education/cs653/Sutherland-HeadmountedDisplay-AFIPS68.pdf) 32 | 33 | ## 1970-1980 34 | #### 1972 35 | [**De Boor**, Carl. **On Calculating With B-Splines**](https://web.stanford.edu/class/cme324/classics/deboor.pdf) 36 | 37 | #### 1975 38 | [**Phong**, Bui Tong. **Illumination for Computer Generated Pictures**](https://users.cs.northwestern.edu/~ago820/cs395/Papers/Phong_1975.pdf) 39 | 40 | #### 1977 41 | [**Blinn**, James. **Models of Light Reflection for Computer Synthesized Pictures**](http://cs.uns.edu.ar/cg/clasespdf/p192-blinn.pdf) 42 | 43 | #### 1978 44 | [**Catmull**, Edwin & **Clark**, James. **Recursively Generated B-spline Surfaces On Arbitrary Topology Meshes**](https://people.eecs.berkeley.edu/~sequin/CS284/PAPERS/CatmullClark_SDSurf.pdf) 45 | 46 | [**Williams**, Lance. **Casting Curved Shadows On Curved Surfaces**](http://cseweb.ucsd.edu/~ravir/274/15/papers/p270-williams.pdf) 47 | 48 | #### 1979 49 | [**Whitted**, James Turner. **An Improved Illumination Model for Shaded Display**](https://artis.imag.fr/Members/David.Roger/whitted.pdf) 50 | 51 | ## 1980-1990 52 | #### 1982 53 | [**Blinn**, James. **A generalization of Algebraic Surface Drawing**](https://cumincad.architexturez.net/system/files/pdf/6094.content.pdf) 54 | 55 | [**Cook**, Robert & **Torrance**, Kenneth. **A Reflectance Model for Computer Graphics**](http://inst.cs.berkeley.edu/~cs294-13/fa09/lectures/cookpaper.pdf) 56 | 57 | #### 1986 58 | [**Kajiya**, James. **The Rendering Equation**](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/2007/rend_eq.pdf) 59 | 60 | #### 1987 61 | [**Cook**, Robert, **Carpenter**, Loren & **Catmull**, Edwin. **The Reyes Image Rendering Architecture**](http://graphics.pixar.com/library/Reyes/paper.pdf) 62 | 63 | [**Lorensen** William, **Cline**, Harvey . **Marching Cubes: A High Resolution 3D Surface Construction Algorithm**](https://web.cs.ucdavis.edu/~ma/ECS177/papers/marching_cubes.pdf) 64 | 65 | #### 1988 66 | [**Pineda**, Juan. **A Parallel Algorithm for Polygon Rasterization**](https://www.cs.drexel.edu/~david/Classes/Papers/comp175-06-pineda.pdf) 67 | 68 | [**Drebin**,Robert, **Carpenter**,Loren & **Hanrahan**,Pat. **Volume Rendering**](https://sci-hub.se/https://doi.org/10.1145/378456.378484) 69 | 70 | [**Brackbill**, J., **Kothe**, Douglas & **Ruppel**, H.M. **FLIP: A Low-Dissipation, Particle-in-Cell Method for Fluid Flow**](https://www.researchgate.net/publication/222452290_FLIP_A_Low-Dissipation_Particle-in-Cell_Method_for_Fluid_Flow) 71 | 72 | #### 1989 73 | [**Hart**.John C., **Sandin**,Daniel J., **Kauffman**,Louis H. **Ray Tracing Deterministic 3-D Fractals**](https://www.evl.uic.edu/hypercomplex/html/book/rtqjs.pdf) 74 | 75 | ## 1990-2000 76 | #### 1997 77 | [**Veach**, Eric. **Robust Monte Carlo Methods for Light Transport Simulation**](https://graphics.stanford.edu/papers/veach_thesis/thesis-bw.pdf) 78 | 79 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Modern Computer Graphics Resources 2 | A collection of blogs, personas and publications that act as reference points for the latest developments in Computer Graphics. 3 | 4 | This collection was initiated by George Adamopoulos in November 2018, as a away to collect as many cultural and technological contributions of incredibly talented people as possible, in a handy and accessible place. 5 | 6 | ## Categories 7 | 8 | ### [Aggregators](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Aggregators.md) 9 | _People who collect and curate content and resources, similarly to what's happening here._ 10 | 11 | ### [Weblogs & Devlogs](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Blogs.md) 12 | _People who write about their craft & their ideas and share their knowledge & experience with the world._ 13 | 14 | ### [Organizations](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Organizations.md) 15 | _Teams, Labs, and Institutions that share cutting-edge research with the rest of the world_ 16 | 17 | ### [Publications](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications) 18 | _Books, research papers & knowledge articles, belonging to the public domain._ 19 | * [Academic Papers](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Academic%20Papers.md) 20 | * [Open Documents](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Open%20Documents.md) 21 | * [Online Books](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Books.md) 22 | * [Conference Proceedings](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Publications/Proceedings.md) 23 | 24 | ### [Repositories](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/Repositories.md) 25 | _Individuals and teams who openly share their code._ 26 |
27 | 28 | ### [Shoulders Of Giants 1950-2000](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/ShouldersOfGiants.md) 29 | _Legendary, historically significant papers/treatises that defined Computer Graphics._ 30 | 31 | ### [Forums' Golden Nuggets](https://github.com/GeorgeAdamon/ModernComputerGraphicsResources/blob/master/Categories/ForumsGoldenNuggets.md#forums-golden-nuggets) 32 | _Invaluable answers to worthwhile questions hidden in forums._ 33 | --------------------------------------------------------------------------------