- Books
- Physically-based Rendering
- Real Time Rendering
- Color Encoding
- Performance profile
- Cook-Torrance - A Reflectance Model for Computer Graphics
- Cook-Torrance 模型公式推导
- Blinn-phong -
- GGX - Microfacet Models for Refraction through Rough Surfaces
- An Illumination Model for a Skin Layer Bounded by Rough Surfaces
- GPU-Based Importance Sampling GPU Gems 3 - Chapter 20.
- Importance Sampling for Production Rendering
- Monte Carlo Techniques for Direct Lighting Calculations
- 低差异序列(一)- 常见序列的定义及性质
- 低差异序列(二)- 高效实现以及应用
- Quasi-Monte Carlo Image Synthesis in a Nutshell
- Enumerating Quasi-Monte Carlo Point Sequences in Elementary Intervals
- Efficient Multidimensional Sampling
- Blog - Leonhard
- Approximation of the IBL’s DFG term for a cloth BRDF [Github]
- Pre-Integrated Skin Shading
- Real-Time Polygonal-Light Shading with Linearly Transformed Cosines [Source Code]
- Special-Case Materials Wetness
- Matcap - Creating a Spherical Reflection/Environment Mapping shader
- Shadow Map Antialiasing (PCF) GPU Gems 1 - Chapter 11.
- Summed-Area Variance Shadow Maps (VSM) GPU Gems 3 - Chapter 08.
- Parallel-Split Shadow Maps on Programmable GPUs (PSSM) GPU Gems 3 - Chapter 10.
- Percentage-Closer Soft Shadows (PCSS) Randima Fernando NVIDIA Corporation
- 游戏开发相关实时渲染技术之体积光
- Volumetric Light Scattering as a Post-Process GPU Gems 3 - Chapter 13.
- Point Based Global Illumination] [Github]
- Light-Propagation-Volumes [Github]
- Webgl-deferred-irradiance-volume [Github]
- Real-Time Global Illumination using Precomputed Light Field Probes [Github]
- Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes [Github]
- Fast Terrain Rendering Using Geometrical MipMapping
- Real-time optimally adapting mesh (ROAM) [Source Code]
- Chunked LOD
- Terrain Rendering Using GPU-Based Geometry Clipmaps GPU Gems 2 - Chapter 02.
- Procedural Modeling and Rendering of Cities
- Parallax Occlusion Map
- Normal Blending in Detail
- Bump map to Normal
- Fast Filter-Width Estimates with Texture Maps GPU Gems 1 - Chapter 25.
- Accurate Atmospheric Scattering GPU Gems 2 - Chapter 16.
- An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering [Source Code] GPU Pro 3
- Precomputed Atmospheric Scattering [Source Code]
- Wavelength dependency of the Solar limb darkening
- Depth of Field: A Survey of Techniques
- Practical Post-Process Depth of Field
- Hexagonal Bokeh Blur Revisited [Source Code]
- Real-Time Glow GPU Gems 1 - Chapter 21.
- How to do good bloom for hdr rendering
- Dirt Mask Image Best Practices Unreal 4
- The Importance of Being Linear GPU Gems 3 - Chapter 24.
- Using Lookup Tables to Accelerate Color Transformations GPU Gems 2 - Chapter 24.
- RGBM color encoding
- Compact YCoCg Frame Buffer for small IBL-Buffer
- Compact Normal Storage for small G-Buffers
- Convert Temperature to RGB