Random

Random things that i will sort into the right category sometime in the future

Art

AI

Audio

Design


DIY

Hardware

Graphics


Math

Network

Physics

Production

Programming
blog.cleancoder.com

Tabletop

Redrum

Reference

Software

VR



http://www.iryoku.com/

http://zeuxcg.org/
http://hacksoflife.blogspot.se/
http://eelpi.gotdns.org/blog.wiki.html
https://blog.molecular-matters.com/
http://bitsquid.blogspot.se/
http://c0de517e.blogspot.com/
http://cbloomrants.blogspot.com/
http://www.codercorner.com/blog/
https://eli.thegreenplace.net/
http://www.humus.name/
http://frictionalgames.blogspot.com/
https://hbfs.wordpress.com/
http://preshing.com/
http://procworld.blogspot.se/
https://randomascii.wordpress.com
http://sandervanrossen.blogspot.se/
http://herbsutter.com/
https://seblagarde.wordpress.com/
https://mynameismjp.wordpress.com/
https://fgiesen.wordpress.com/

https://developer.nvidia.com/gdc17


https://ourmachinery.com/post/vertex-assembly-and-skinning/
https://wickedengine.net/2019/09/29/entity-component-system/
https://ourmachinery.com/post/data-structures-part-3-arrays-of-arrays/


=== Random
Rendering Perfect Reflections and Refractions in Path-Traced Games
https://developer.nvidia.com/blog/rendering-perfect-reflections-and-refractions-in-path-traced-games/

Godot - OPTIMIZING A 3D SCENE
https://www.gdquest.com/tutorial/godot/3d/optimization-3d/

=== Z-buffer
Quantitative Analysis of Z-Buffer Precision
https://zero-radiance.github.io/post/z-buffer/

=== Shaders
Fire Shader Breakdown
https://cyangamedev.wordpress.com/2020/08/04/fire-shader-breakdown/

Case Study: Vector Displacement Mapping in Real-Time
https://80.lv/articles/case-study-vector-displacement-mapping-in-real-time?s=09


=== Unity
Efficiency Tips on Switching Spaces and Transformation Matrices in Unity
http://blog.lidia-martinez.com/efficiency-tips-spaces-and-transformation-matrices-unity

=== Light
Engine Work: DDGI Light Probe Depth Data Compression
https://monter.handmade.network/blogs/p/7421-engine_work__ddgi_light_probe_depth_data_compression?s=09#23186

=== Unreal

Fast Render Target Rendering in Unreal Engine 4
https://www.froyok.fr/blog/2020-06-render-target-performances/


=== Material
Indexed Material Mapping Tecnique
https://80.lv/articles/overview-indexed-material-mapping-tecnique

High Quality, High Performance Graphics in Filament
https://www.dropbox.com/s/89pvx9obhv6m0pk/High%20Quality,%20High%20Performance%20Graphics%20in%20Filament%20%28Handout%29.pdf?dl=0

Physics-Based Differentiable Rendering: A Comprehensive Introduction
https://shuangz.com/courses/pbdr-course-sg20/

Writing Shaders in VS Code: GLSL Setup
https://medium.com/@berraknil/writing-shaders-in-vs-code-glsl-setup-391948580a9a

Render graphs
https://apoorvaj.io/render-graphs-1/


GPU Memory Aliasing
https://medium.com/@pavlo.muratov/gpu-memory-aliasing-45933681a15e

The Center of the Pixel is (0.5,0.5)
http://www.realtimerendering.com/blog/the-center-of-the-pixel-is-0-50-5/

Work-Efficiency vs. Step-Efficiency
https://bheisler.github.io/post/work-efficiency-vs-step-efficiency/

Writing Shader Code for the Universal RP
https://cyangamedev.wordpress.com/2020/06/05/urp-shader-code/


New geometry pipeline in Magnum
https://blog.magnum.graphics/announcements/new-geometry-pipeline/

Borderland between Rendering and Editor — Part 2: Picking
https://ourmachinery.com/post/borderland-part-2-picking/

Let's build ... 2020
https://gpuopen.com/lets-build/

I haz a GDC talk - Real-Time CSG
http://sandervanrossen.blogspot.com/2020/05/i-haz-gdc-talk.html


Volumetric Rendering Part 1
https://wallisc.github.io/rendering/2020/05/02/Volumetric-Rendering-Part-1.html

Volumetric Rendering Part 2
https://wallisc.github.io/rendering/2020/05/02/Volumetric-Rendering-Part-2.html



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