The interface to a graphical system. For the details of how the hardware works look at the GPU section.
Stateless : Low level API's such as DirectX12 and Vulkan.
State : State Machine style API's such as DirectX11 and OpenGL.
Obsolete : Ancient 3D API's that are no longer in use.
Software : Without any GPU to help out one needs to use software rendering. The rendering is done on the CPU and then moved to the video memory for display.
2D: 2D graphic apis.
Debug Graphics : How to debug graphics issues.
Optimize Graphics : How to optimize graphics.
Low Level Graphics Library (LLGL) - 2020
A Primer on sokol_gfx.h - 2020
sokol_gfx.h Backend Tour - 2020
Shader Debugging for BGFX Rendering Engine - 2019
Sokol - 2018
px_render - 2018
The-Forge - 2018
A Tour of sokol_gfx.h - 2017
Render Target Abstraction - 2021
The Missing Guide to Modern Graphics APIs – 2. PSOs - 2021
Graphics API abstraction - 2021
Deferred shading on mobile: An API overview - 2021
Multi-Adapter with Integrated and Discrete GPUs - 2020
gboisse / gfx 2020
Keeping the Blue Side Up: Coordinate Conventions for OpenGL, Metal and Vulkan - 2019
Vertex Formats - Compression and Fetch vs Pull - 2018
Musings on cross-platform graphics engine architectures - 2018 – Part 1 and Part 2
Never Map Again: Persistent Memory, System Memory, and Nothing In Between - 2018
Programmability of Graphics Pipelines - 2018
A High-Performance Software Graphics Pipeline Architecture for the GPU - 2018
A basic 3D scene implemented with various engines, frameworks or APIs. - 2017
Falcor: A Framework for Prototyping and Sharing Rendering Techniques, presentation - 2017
How to change display mode using WinAPI? - 2017
Designing A Modern Cross-Platform Graphics Library - 2017
Designing a Modern GPU Interface - 2015
Jonathan Ragan Kelley: Organizing Computation for High-Performance Visual Computing
New Quest Rendering Tech Promises Massive Gains in App Performance
Interactive Volumetric Fog With Fluid Dynamics and Arbitrary Boundaries
Recovering Real-World Reflectance Properties and Shading From HDR Imagery
Improving GPU Memory Oversubscription Performance
Writing Portable Rendering Code with NVRHI
Access modern GPU features with WebGPU
Creative Use of GPU Fixed-Function Hardware
Compute versus Hardware
A Token Based Approach To Ordering Transitions
Advanced Shading Techniques with Pixel Local Storage
Debugging Your Renderer (4/n): End-to-end tests (or, why did that image change?)
Swapchains and frame pacing
[video] Rendering Lines in a Game Engine // Game Engine series
NVIDIA GTC: A Complete Overview of Nsight Developer Tools
Abstracting the graphics api for a toy renderer
Bindless rendering — Setup