图形学是我初心中的初心 ~ ~
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大名鼎鼎的GPU GEMS系列 ( https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01.html )
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GPU GEMS内容提炼 ( https://zhuanlan.zhihu.com/p/35974789 )
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GPU GEMS开放源码 ( https://github.com/QianMo/GPU-Gems-Book-Source-Code )
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Learning Modern 3D Graphics Programming ( https://alfonse.bitbucket.io/oldtut/index.html ) 讲解的比较深
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the book of shaders ( http://thebookofshaders.com/ )
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Lode's Computer Graphics Tutorial (http://lodev.org/cgtutor/index.html ) 之前搜noise\turbulence找到的,讲解还算清晰
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Learn openGl系列 ( https://learnopengl.com/Introduction )
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learn webgl ( http://learnwebgl.brown37.net/index.html )
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Learn OpenGL ES ( http://www.learnopengles.com/tag/perspective-divide/ ) 找perspective-divide找到的,讲的很清楚
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WebGL Fundamentals ( https://webglfundamentals.org/ ) shader装配和管理的部分可以着重看下
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WebGL2 Fundamentals ( https://webgl2fundamentals.org/ )
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OGLdev:modern opengl tutorial ( http://ogldev.atspace.co.uk )
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Unity C# Tutorials ( http://catlikecoding.com/unity/tutorials/ ) 基础概念讲的很清楚,也有吸引人的亮点,对我帮助很大
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Mathematics and Physics for Computer Graphics ( http://www.scratchapixel.com )没写完,随便看看
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3D Game Engine Programming ( https://www.3dgep.com )
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Physically Based Animation for Computer Graphics ( http://www.cs.cornell.edu/courses/cs5643/2015sp/ ) 康奈尔大学的一个课程,值得注意的是supplemental materials
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The Nature of Code ( http://natureofcode.com )
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Virtual Globe (http://www.virtualglobebook.com/) Cesium出的一本书,讲述地理相关可视化算法
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game programming patterns ( http://gameprogrammingpatterns.com/ )
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Advanced WebGl ( http://codeflow.org/entries/2011/apr/11/advanced-webgl-part-1/ ) 如标题—advanced,现在看也不过时
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SDF & Raymarching ( https://www.alanzucconi.com/2016/07/01/signed-distance-functions/ ) ( http://flafla2.github.io/2016/10/01/raymarching.html ) ( http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/ ) ( http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/6392/pdf/imm6392.pdf ) ( http://9bitscience.blogspot.tw/2013/07/raymarching-distance-fields_14.html?m=1 )
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physically-based SDF ( https://github.com/portsmouth/snelly )
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noise相关,libnoise,概念讲解的好 ( http://libnoise.sourceforge.net/coherentnoise/index.html )
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glsl做图像处理(https://www.objc.io/issues/21-camera-and-photos/gpu-accelerated-machine-vision/)
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风格化渲染,sketch rendering ( http://www.floored.com/blog/2014sketch-rendering/ )
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Fluid Simulation ( https://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/ )
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Terrain Generation with Diamond Square ( http://stevelosh.com/blog/2016/06/diamond-square/ )
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云海生成算法:半透明でモコモコとした雲海を生み出すために ( https://www.famitsu.com/news/201808/23162812.html )
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shader dash ( https://www.shadertoy.com/view/ldGfWt )
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INTERACTIVE COMPUTER GRAPHICS ( http://graphics.stanford.edu/courses/cs248-18-spring/ )
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Introducing luma.gl v4.0 ( https://medium.com/vis-gl/introducing-luma-gl-v4-0-54f4d87a08c8 )
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Automatic, GPU-based object highlighting in deck.gl Layers ( https://medium.com/vis-gl/automatic-gpu-based-object-highlighting-in-deck-gl-layers-7fe3def44c89 )
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WebGL 2: New Features 非常清晰的介绍( http://www.realtimerendering.com/blog/webgl-2-new-features/ )
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Your Guide to GPGPU with WebGL ( http://www.vizitsolutions.com/portfolio/webgl/gpgpu/ )
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Graphics Programming Projects ( http://graphicscodex.com/projects/projects/ )
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Íñigo Quílez,不把他放在第一个要被雷劈,shadertoy + sdf,引导我走上shader之路的唯一真神 ( http://iquilezles.org/index.html )
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Amit Patel:Red Blob Games,主打游戏相关图形学,因为各种各样的原因用到很多 ( https://www.redblobgames.com )
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Lin Yiwen: 一位坐标伦敦的台湾大神,作品都是基于自己写的引擎Alfrid,效果赞,而且很有想象力,技术博客也值得一看。(作品集: http://yiwenl.github.io/Sketches/, git:https://github.com/yiwenl, blog:http://blog.bongiovi.tw)
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Charlie Hoey:只想让他收下我的膝盖 ( http://charliehoey.com/ )
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Florian Boesch:tutorial里提到过的advaned webGL的作者,blog里料很足,但好像不更新了,sad ( http://codeflow.org )
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Daniel Sýkora:了不起的图形学大神,某年siggraph上的人气论文StyLit就出自他手 ( http://dcgi.fel.cvut.cz/home/sykorad/ )
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candycat: 如果说lupi是可视化领域的女神,那candycat必然是我在渲染领域的女神了 ( http://candycat1992.github.io/ )
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simo: 大神,一个复刻荒野之息特效的大神!! 大神请跟我结婚! ( https://simonschreibt.de/ )
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Joel Simon:用webgl做生成艺术的大神,结合L-system的项目值得关注 (http://www.joelsimon.net/)
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Scott Holzknecht: lowpoly,风格化 ( https://www.scottcodes.com/ )
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Jamie Portsmouth:vector & gravity simulation,更厉害的是physically-based SDF ( https://github.com/portsmouth )
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Morgan McGuire: N厂大神 ( https://casual-effects.com/ )
- shadergraph:linking together GLSL snippets into stand-alone shaders ( https://github.com/unconed/shadergraph )
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哥伦比亚大学 computer vision lab, 兼做CG和CV ( http://www.cs.columbia.edu/CAVE/projects/ )
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stanford physbam, 流体模拟 ( http://physbam.stanford.edu )
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google poly ( https://poly.google.com/ ) 超有趣的
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Proland ( http://proland.inrialpes.fr/index.html ) 视觉效果和性能均超级震撼的3D虚拟地球引擎,论文集非常非常值得一看
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HDR和Tone Mapping ( http://www.cs.utah.edu/~reinhard/cdrom/tonemap.pdf )
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StyLit: Illumination-Guided Example-Based Stylization of 3D Renderings (http://dcgi.fel.cvut.cz/home/sykorad/stylit.html) 将纸上作画风格实时传递给模型,准备复现
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风格化渲染:水墨风格 ( https://docs.lib.purdue.edu/cgi/viewcontent.cgi?article=1784&context=open_access_theses )
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Realtime Procedural Terrain Generation ( http://web.mit.edu/cesium/Public/terrain.pdf )
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Tutorial - How to update a shader for OpenGL ES 3.0 (http://www.shaderific.com/blog/2014/3/13/tutorial-how-to-update-a-shader-for-opengl-es-30 )
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react-three-fiber ( https://github.com/drcmda/react-three-fiber )
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Outline Shader ( https://roystan.net/articles/outline-shader.html )
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Edge Detection Shader ( https://alexanderameye.github.io/edgedetection )
- ITO World: 地理空间数据可视化,早晚要用shader实现这样的效果 ( http://www.itoworld.com/design-services/ )
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link的几种形式 ( horizontal, vertical, radial) 其实也就是我们的老熟人diagnal ( https://github.com/d3/d3-shape/blob/master/README.md#_link ) ( https://github.com/d3/d3-shape/blob/master/src/link/index.js#L74 )
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svg pocket guide ( http://svgpocketguide.com/book/svgpocketguide.pdf )
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Designing Animated Transitions to Convey Aggregate Operations ( https://github.com/uwdata/aggregate-animation-data )
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lowpoly water ( https://www.youtube.com/watch?v=5yhDb9dzJ58 ) ( https://github.com/TheThinMatrix/LowPolyWater )
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fluid similation ( http://jamie-wong.com/2016/08/05/webgl-fluid-simulation/ )
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Reflective water with GLSL ( http://khayyam.kaplinski.com/2011/09/reflective-water-with-glsl-part-i.html )
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Towards Real-Time Visual Simulation of Water Surfaces ( https://pdfs.semanticscholar.org/59da/08b0b5886ed80add50353873d55a10e86ee5.pdf )
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Gerstner Wave ( https://github.com/ludwigpe/WaterSimulation/tree/master/Assets/Shaders )
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Procedural City ( http://www.shamusyoung.com/twentysidedtale/?p=2940 ) (https://www.youtube.com/watch?v=-d2-PtK4F6Y&feature=youtu.be )
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Incredible procedurally generated landscapes by Lingdong Huang ( http://www.andrew.cmu.edu/user/lingdonh/portfolio-links/ ) generative + 风格化渲染
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Visualizing large scale terrain with open source tools ( https://medium.com/@morishuz/visualising-large-scale-terrain-with-open-source-tools-25723a5a5461 )
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精度丢失及z-fighting问题:( https://blog.csdn.net/baidumap2018/article/details/80270150 )
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instant terra ( https://www.wysilab.com/Blog.html )
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lumo:A high performance WebGL tile rendering library (https://github.com/unchartedsoftware/lumo )