└── README.md /README.md: -------------------------------------------------------------------------------- 1 | Resources 2 | ========= 3 | 4 | 5 | **Physically Based Shading** 6 | SIGGRAPH 2010 Course: Physically-Based Shading Models in Film and Game Production 7 | http://renderwonk.com/publications/s2010-shading-course/ 8 | SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production 9 | http://blog.selfshadow.com/publications/s2012-shading-course/ 10 | SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice 11 | http://blog.selfshadow.com/publications/s2013-shading-course/ 12 | Adopting a physically based shading model 13 | http://seblagarde.wordpress.com/2011/08/17/hello-world 14 | Feeding a physically based shading model 15 | http://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/ 16 | Readings on Physically Based Rendering 17 | http://lousodrome.net/blog/light/2011/12/27/readings-on-physically-based-rendering 18 | Readings on Physically Based Rendering 19 | http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering 20 | The State of Rendering Part 1 21 | http://www.fxguide.com/featured/the-state-of-rendering 22 | The State of Rendering Part 2 23 | http://www.fxguide.com/featured/the-state-of-rendering-part-2/ 24 | The Evolution of ILM's Lighting Tools 25 | http://www.fxguide.com/featured/ben-snow-the-evolution-of-ilm-lighting-tools 26 | Monsters University: rendering physically based monsters 27 | http://www.fxguide.com/featured/monsters-university-rendering-physically-based-monsters 28 | Basic Theory of Physically-Based Rendering 29 | http://www.marmoset.co/toolbag/learn/pbr-theory 30 | Physically-based lighting in Call of Duty: Black Ops 31 | http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pptx 32 | RYSE - The Transition to Physically Based Shading 33 | http://www.makinggames.de/index.php/magazin/2391_ryse__the_transition_to_physically_based_shading 34 | Physically Based Shading 35 | http://www.rorydriscoll.com/2013/11/22/physically-based-shading 36 | The Blinn-Phong Normalization Zoo 37 | http://www.thetenthplanet.de/archives/255 38 | Notes on Epic's Area Lights 39 | http://c0de517e.blogspot.ca/2013/12/notes-on-epics-area-lights.html 40 | Physically based rendering viewer 41 | http://www.alexandre-pestana.com/physically-based-rendering-viewer/ 42 | PBR Material Database 43 | http://carlosmontero.com/pbr_database/ 44 | Optimizing GGX Shaders with dot(L,H) 45 | http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/ 46 | Moving to Physically Based Shading 47 | http://www.chrisevans3d.com/pub_blog/moving-physically-based-shading/ 48 | Physically Based Rendering Encyclopedia 49 | https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/preview?sle=true 50 | Where that #!@&?$^*%! PI comes from 51 | http://www.joshbarczak.com/blog/?p=272 52 | 53 | **Normal Map Filtering** 54 | LEAN Mapping 55 | http://www.csee.umbc.edu/~olano/papers/lean/ 56 | Specular Showdown in the Wild West 57 | http://blog.selfshadow.com/2011/07/22/specular-showdown/ 58 | Frequency Domain Normal Map Filtering 59 | http://www.cs.columbia.edu/cg/normalmap/normalmap.pdf 60 | Mipmapping Normal Maps 61 | ftp://download.nvidia.com/developer/Papers/Mipmapping_Normal_Maps.pdf 62 | Spectacular Specular 63 | http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Dan_Baker_SpectacularSpecular.ppt 64 | Rock-Solid Shading 65 | http://advances.realtimerendering.com/s2012/Ubisoft/Rock-Solid%20Shading.pdf 66 | http://blog.selfshadow.com/sandbox/diffuse_aa.html 67 | Linear Efficient Antialiased Displacement and Reflectance Mapping 68 | http://hal.inria.fr/docs/00/86/00/34/PDF/LEADRmapping.pdf 69 | A Survey of Efficient Representations for Independent Unit Vectors 70 | http://jcgt.org/published/0003/02/01/ 71 | 72 | **Screen-space Reflections** 73 | Assassin’s Creed 4: Road to Next-gen Graphics, GDC 2014 74 | http://bartwronski.com/publications/ 75 | Screen-space Refections Filtering and Up-Sampling 76 | http://bartwronski.com/2014/03/23/gdc-follow-up-screenspace-reflections-filtering-and-up-sampling/ 77 | Screen Space Ray Tracing 78 | http://casual-effects.blogspot.co.uk/2014/08/screen-space-ray-tracing.html 79 | 80 | **Tiled Forward Shading** 81 | Tiled Forward Shading Links 82 | http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/ 83 | 84 | **Spherical Harmonics** 85 | Spherical Harmonic Tools 86 | http://csc.lsu.edu/~kooima/sht/README.html 87 | Spherical/zonal harmonics library 88 | https://github.com/andrewwillmott/sh-lib 89 | 90 | **OpenCL** 91 | OpenCL Basics: Flags for the creating memory objects 92 | http://streamcomputing.eu/blog/2013-02-03/opencl-basics-flags-for-the-creating-memory-objects/ 93 | Detailed OpenCL Series of tutorials 94 | http://www.codeproject.com/script/Articles/MemberArticles.aspx?amid=7449522 95 | 96 | **Scattering** 97 | Filter-based Real-time Single Scattering using Rectified Shadow Maps 98 | http://jcgt.org/published/0003/03/02/ 99 | --------------------------------------------------------------------------------