Resources
Here’s a list of resources I’ve aggregated over time on various topics.
General#
- CPP Con: Data-Oriented Design and C++
- Handmade Hero
- Digital Grove
- Game Engine Architecture 3rd Edition
- On Resampling Algorithms for Particle Filters
Rendering#
- SigGraph and Ray Tracing Gems
- Game Developers Conference (GDC)
- Rendering Path of Exile
- Real Time Fluid Dynamics for Games
- Radiance Cascades
- FrameGraph: Extensible Rendering Architecture at Frostbite
- Moving Frostbite to PBR
- Most Common Mistakes in Vulkan Apps
- Modern Mobile Rendering at HypeHype
- Real Time Voxel Based Global Illumination for current GPUs
- Rendering Doom Eternal
- Rendering Rainbow Six Siege
- Spherical Harmonic Lighting: The Gritty Details
- The Clipmap: A Virtual Mipmap
- The Real-Time Volumetric Cloudscapes of Horizon: Zero Dawn
- NUBIS: Authoring Realtime Volumetric Cloudscapes with the Decima Engine
- An Introduction to Physically Based Modeling: Rigid Body Simulation I — Unconstrained Rigid Body Dynamics
- Deferred Lighting in Uncharted 4
- Rendering Rapids in Uncharted 4
- Temporal Anti-Aliasing in Uncharted 4
- The Process of Creating Volumetric-Based Materials in Uncharted 4
- Water Technology of Uncharted
- Doom: The Devils in the details
- SPU-Based Deferred Shading in Battlefield 3
- GPU Pro 5: Physically Based Area Lights
- Bent Normals and Cones in Screen-Space
- Solid Angle of Conical Surfaces, Polyhedral Cones, and Intersecting Spherical Caps
- Volumetric Global Illumination at Treyarch
- Directional Lightmap Encoding Insights
- Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids
- Importance Resampling for Global Illumination
- Learning Modern 3D Graphics Programming
- Lighting Technology of “The Last of Us”
Physics#
- Real Time Collision Detection
- Physics for games at Valve
- Physics Tutorial 4: Collision Detection
- Sweep and Prune (Pierre Terdiman)
- Improved Collision detection and Response