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