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QUICK VERDICT
On GitHub, mattdesl/graphics-resources has picked up 1.9k stars. :memo: a list of graphic programming resources
Snapshot summary built from the project's own GitHub metadata — there's no written TopGit review yet. The page will update automatically when a full review is published.
WHY NO REVIEW YET
TopGit writes full reviews for the most-starred, most-requested repositories. This page is a snapshot until then — see the READ ME tab for the original README in full.
Snapshot Stars ★ 1.9k
Forks ⑂ 121
Language —
Topic —
License MIT
Homepage —
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Top contributors Show top contributors graphics-resources
A few of my bookmarks related to game development and realtime graphics programming.
Bulk Download
You can use gh-readme-scrape to bulk download some of the content here for offline reading. For example:
gh-readme-scrape mattdesl/graphics-resources resources/ -e pdf,pptx,ppt --rename
This will download all PDFs and power-point slides into a folder called resources.
Topics
Physically Based Rendering
Color Space
Light & Shadow
Environments
Time
Post-Processing
Ray Tracing & Distance Functions
Text, Lines & Shapes
Non-Photorealistic Rendering
Math
Misc Optimizations
Collections
Bloggers
Tools
Physically Based Rendering
Readings on Physically Based Rendering
The State of Rendering (2013)
jMonkeyEngine's Physically Based Rendering (2014)
CodingLabs: Physically Based Rendering I
CodingLabs: Physically Based Rendering II
SIGGRAPH Shading Courses: 2012, 2013 and 2014
Physically Based Shader Design in Arnold (2014)
Moving Frostbite to Physically Based Rendering (2014)
Crafting a Next-Gen Material Pipeline for The Order: 1886 (2013)
Real Shading in Unreal Engine 4 (2013)
Physically Based Shading in Call of Duty: Black Ops (2013)
Deferred Shading Tutorial (2005)
Spherical Harmonic Lighting: The Gritty Details (2003)
Spherical Harmonics for Beginners (2013)
A Tiny Improvement of Oren-Nayar Reflectance Model (2012)
Plausible Environment Lighting in Two Lines of Code (2013)
Microfacet Models for Refraction through Rough Surfaces (2007)
Artist Friendly Metallic Fresnel (2014)
Realistic Rendering of Blue Ice (2009)
Advanced WebGL - Irradiance Environment Map (2011)
Irradiance Volumes for Games (2012)
Wolfire Blog - Physically Based Rendering (2015)
Color Space
CodingLabs: Gamms vs Linear
Filmic Games: Linear-Space Lighting (i.e. Gamma) (2010)
GPU Gems 3: The Importance of Being Linear (2008)
Light & Shadow
Shading Effects in Left 4 Dead 2 (2010)
The Illustrative World of Team Fortress 2 (2008)
Hardware-Accelerated Global Illumination by Image Space Photon Mapping (2009)
Ambient Occlusion Fields (2005)
Phong Illumination Model (2012)
Environments
Rendering Grass in Real Time with Dynamic Lighting (2005)
Water Flow in Portal 2 (2010)
Manipulating UVs through Color Data in Portal 2 (2011)
WebGL Sky Rendering (2011)
WebGL Terrain and Grass Rendering (2011)
Zephyros Anemos - WebGL Terrain Rendering
Time
Fix your Timestep! (2006)
deWiTTERS Game Loop (2009)
Fixed Timestep Implementation (2012)
Post-Processing
Post Processing in the Orange Box (2008)
Aggregate G-Buffer Anti-Aliasing (2015)
Physically Based Real-Time Lens Flare Rendering (2011)
John Chapman - Pseudo Lens Flare (2013)
Image Imperfections & Film Grain Post-Process FX (2013)
GLSL Cubic Lens Distortion (2011)
Using Lookup Tables to Accelerate Color Transforms (2005)
The Skylanders SWAP Force Depth-of-Field Shader (2013)
GPU Gems 3: Motion Blur as a Post-Processing Effect (2008)
GPU Gems 3: Practical Post-Process Depth of Field (2008)
Ray Tracing & Distance Functions
Fast Soft-Shadowing on Dynamic Height Fields (2008)
Per-Pixel Displacement Mapping with Distance Functions (2005)
Raymarching Distance Fields (2013)
Screen Space Glossy Reflections (2015)
Text, Lines & Shapes
Higher Quality 2D Text Rendering (2013)
Improved Alpha-Tested Magnification for Vector Textures (2007)
Drawing Lines is Hard (2015)
Material Design on the GPU (2015)
Polygon Rendering in Ejecta (2012)
Lecture: Polygon Triangulation (2014)
GPU Gems 3: Rendering Vector Art on the GPU
Drawing Text with Signed Distance Fields in Mapbox GL (2014)
Multi-Channel SDF Text Rendering (2014)
SDF Rendering of Color Bit Planes (2013)
Non-Photorealistic Rendering
Watercolor Inspired Non-Photorealistic Rendering for Augmented Reality (2008)
Advanced Real-Time Cel Shading in OpenGL (2013)
Stroke-Based Rendering (2002)
Hand Drawn Rendering (2012)
Real-Time Ink Dispersion in Absorbent Paper (2005)
"Nijimi" Rendering Algorithm for Creating Quality Black Ink Paintings (2003)
WYSIWYG NPR: Drawing Strokes Directly on 3D Models (2002)
Stylized Rendering Using Samples of a Painted Image (2007)
Math
Essential Mathematics for Games and Interactive Applications (2008)
3D Math Primer for Graphics and Game Development, 2nd Ed (2011)
math-as-code (2015)
CodingLabs: World, View, Projection Matrices
Interactive Introduction to Noise Functions (2013)
Misc Optimizations
Fast, Branchless Ray/Bounding Box Intersections (2011)
Combined Approximation of Fresnel Visibility (2015)
Compact Normal Storage for Small G-Buffers (2009)
Normal Mapping without Precomputed Tangents (2013)
Collections
SIGGRAPH Real-Time Rendering Publications
List of Realtime Global Illumination Techniques
David Arcila's Game Development Resources
awesome-opengl
Readings on Physically Based Rendering
Bloggers
Aras Pranckevičius
Stephen Hill
Sébastien Lagarde
Angelo Pesce
Yi-Wen Lin
Brian Karis
Christian Schüler
Tom Forsyth
Michael Chang
Timothy Lottes
John Chapman
John Hable (and his older blog)
Philp Rideout
Mikola Lysenko
Adrian Courrèges
Martins Upitis
Colin Barré-Brisebois
Rory Driscoll
Real-Time Rendering Blog
Mikael H Christensen
Fabian Giesen
Iñigo Quilez
Ignacio Castaño
Jeremy Shopf
Tools
Disney BRDF Viewer
cmft and cmftStudio - cubemap filtering tools
Modified AMD Cubemapgen - cubemap filtering tool
preview-dds - minimal cross-platform DDS previewer
CrazyBump
License
MIT, see LICENSE.md for details.
FREQUENTLY ASKED
Quick answers Does mattdesl/graphics-resources have any tags? TopGit's last sync did not record any GitHub topics for mattdesl/graphics-resources. GitHub topics appear in the right sidebar of a repository page; that's the authoritative place to check.
How active is development on mattdesl/graphics-resources? The most recent commit recorded on mattdesl/graphics-resources was 5.9 years ago, based on the GitHub push timestamp. The repository has 121 forks — one of the better signals of community interest.
How many stars does mattdesl/graphics-resources have? mattdesl/graphics-resources has 1.9k GitHub stars — refresh the page for the live number, or check github.com/mattdesl/graphics-resources. TopGit mirrors GitHub's count but does not claim minute-by-minute accuracy.
What is mattdesl/graphics-resources? mattdesl/graphics-resources (mattdesl/graphics-resources) is a multi-language project on GitHub. From the project's own README: :memo: a list of graphic programming resources
What language is mattdesl/graphics-resources written in? TopGit's last sync did not record a primary language for mattdesl/graphics-resources. Open the repository on GitHub to see the full breakdown by file extension.
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