Super-Awesome-Somewhat-Random-Papers-Collection [2/2]

General Lighting|Radiometry|BRDFs:
SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production
Basic Theory of Physically-Based Rendering [high-level overview]
Fundamentals of Lighting and Perception
How to understand photo- and radiometry using only gnomes with basketballs
Geometrical Considerations and Nomenclature for Reflectance
Theory for Off-Specular Reflection From Roughened Surfaces [Torrance/Sparrow]
Investigation on the Torrance-Sparrow Specular BRDF Model
Generalization of Lambert’s Reflectance Model [Oren/Nayar]
A tiny improvement of Oren-Nayar reflectance model
An Anisotropic Phong BRDF Model [Ashikhmin/Shirley]
A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling [Kelemen/Szirmay-Kalos]
A Reflectance Model for Computer Graphics [Cook/Torrance]
Non-Linear Approximation of Reflectance Functions [Lafortune]
Phong/Blinn-Phong Normalization Factor derivation
Experimental Validation of Analytical BRDF Models
State of the art of Material Rendering Techniques
Crafting Physically Motivated Shading Models for Game Development
Microfacet Models for Refraction through Rough Surfaces [GGX distribution]
A Microfacet-based BRDF Generator
Distribution-based BRDFs
LEAN-Mapping
Split off-specular reflection and surface scattering from woven materials
Frequency Domain Normal Map Filtering
Light Reflection Functions for Simulation of Clouds and dusty Surfaces [Blinn, July 1982]
The Blinn-Phong Normalization Zoo
Adopting a physically based shading model
Simon's Tech Blog - Microfacet BRDF
Physically Based Shading Models in Film and Game Production
Physically-Based Reflectance for Games
Beyond a Simple Physically Based Blinn-Phong Model in Real-Time
Lighting: The Rendering Equation
Energy Conservation In Games
Physically Based Shading - Siggraph 2013 Course
Einige BRDF Modelle [German]
Lighting of Killzone: Shadow Fall
Next Generation Character Rendering [!]
Area Light Sources for Real-Time Graphics
Radiative View Factors
Real Shading in Unreal Engine 4
Compact Metallic Reflectance Models
Optimized Phong and Blinn-Phong Glossy Highlights
Analysis of Human Faces using a Measurement-Based Skin Reflectance Model
Simulation Of Wrinkeled Surfaces [original bumpmapping introduction by Blinn]
Physically-Based Shading at Disney
The Comprehensive PBR Guide
readings on physically based rendering [all the stuffs]
An Overview of BRDF Models
Basic radiometric quantities
Colour Rendering of Spectra
Real Shading in Unreal Engine 4
Real-Time Refraction Through Deformable Objects
Simple Alternative to Clustered Shading for Thousands of Lights
Cosine Lobes for Interactive Direct Lighting in Dynamic Scenes
Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
Introduction to Shading
The Lighting Handbook [slideshare]
Illumination Fundamentals [Luminances of common light sources]
A Survey of Non-linear Pre-filtering Methods for Efficient and Accurate Surface Shading
Linear Efficient Antialiased Displacement and Reflectance Mapping
Estimating Specular Roughness and Anisotropy from Second Order Spherical Gradient Illumination
The SGGX Microflake Distribution
Analytic Tangent Irradiance Environment Maps for Anisotropic Surfaces
On Physically Based Hair Rendering
Efficient Implementation of the Dual Scattering Model in RenderMan
Fake Fur Rendering
Practical Shading of Height Fields and Meshes using Spherical Harmonic Exponentiation
An Intuitive Introduction to Global Illumination and Path Tracing
Global Illumination in a Nutshell
The Secret Life of Photons - Simulating 2D Light Transport
Implementing a Physically Based Camera
Multiple-Scattering Microfacet BSDFs with the Smith Model
Lighting Mirror's Edge: Catalyst [youtube]
Additional Progress Towards the Unification of Microfacet and Microflake Theories


Glitter stuffs:
Discrete Stochastic Microfacet Models
Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces
Simulation of sparkles in metallic paints
Photo-realistic Rendering of Metallic Car Paint from Image-Based Measurements
Real-time Rendering of Procedural Multiscale Materials

Offline stuffs:
The Path-Tracing Revolution in the Movie Industry [Siggraph 2015]
Monte Carlo Evaluation Of Non-Linear Scattering Equations For Subsurface Reflection
Physically-Accurate Fur Reflectance: Modeling, Measurement and Rendering

MERL BRDF Database
BRDF Explorer
BRDFLab
RefractiveIndex [refraction and absorbtion coeffcients]
AMD Cubemapgen for physically based rendering

Anti-Aliasing:
Filtering Approaches for Real-Time Anti-Aliasing [Siggraph2011 course]
Morphological Antialiasing
SMAA-Enhanced-Subpixel-Morphological-Antialiasing
FXAA
Multisampled Antialiasing of Per-pixel Geometry
Subpixel Reconstruction Antialiasing for Deferred Shading
Adaptive Supersampling for Deferred Anti-Aliasing
Temporal subpixel reconstruction antialiasing (Temporal SRAA)
Aggregate G-Buffer Anti-Aliasing
Optimized Reversible Tonemapper for Resolve

GPU-Programming and Architecture:
Low-Level GPU Documentation
Floating Point and IEEE 754 Compliance for NVIDIA GPUs
Low-Level Thinking in High-Level Shading Languages [must-read]
Low-level Shader Optimization for Next-Gen and DX11
Don’t Throw it all Away: Efficient Buffer Management
High-Performance Software Rasterization on GPUs
Real-Time Rendering Architectures
Porting Source to Linux - Valve’s Lessons Learned
DX 10 Performance and DX 11 Preview [General GPU Performance Tips [D3D]]
How bad are small triangles on GPU and why?
'Rasterization patterns' of Haswell GPUs
Vertex Shader Tricks [live presentation]
GPU Profiling 101
How GPU Shader Cores Work
GPU Rasterizer Pattern
A Closer Look at GPUs
Uniform buffers vs texture buffers: The 2015 edition
Depth In-depth
101 Uses for Raster Ordered Views using DirectX 12
Efficient Rendering with DirectX 12 on Intel Graphics
AMD GCN presentation
GCN Architecture whitepaper
GCN – two ways of latency hiding and wave occupancy
Mantle whitepaper
Mantle API Programming Guide
Life of a triangle - NVIDIA's logical pipeline
Tools and Techniques for Debugging and Optimization
Approaching Zero Driver Overhead
Optimizations and New DirectX Features in Just Cause 3
D3D11 Texture Update Costs

Benchmarking floating-point precision in mobile GPUs
Benchmarking floating-point precision in mobile GPUs - Part II
Benchmarking floating point precision in mobile GPUs - Part III

Math:
List of trigonometric identities
List of integrals of trigonometric functions
Differential operator
Differential (infinitesimal)
Animated Bezier Curves
Singular Value Decomposition Tutorial
distance functions for common primitives
Regular-Grid Traversal along Lines
Isosurface Formulas
A Survey of Efficient Representations for Independent Unit Vectors
Elegant solutions to various problems.
Understanding Quaternions
Fundamentals of Grassmann Algebra
Recursive Wang Tiles for Real-Time Blue Noise
Fast Computation of General Fourier Transforms on GPUs
OpenCL Fast Fourier Transform [radix2/4/8/16 implementations]
Computing the inverse normal cumulative distribution function
Reaction-Diffusion by the Gray-Scott Model: Pearson's Parameterization
Interpolation and Splines [ppt]
Trigonometry: Laws And Identities
Theoretical Computer Science Cheat Sheet
Cheap analytic curva [shadertoy]
Hammersley Points on the Hemisphere
Smoothen your functions
Approximating the erfinv function
Spreading points on a disc and on a sphere
Fast Poisson Disk Sampling in Arbitrary Dimensions

Implementing FFTs in Practice [direct download]
Algebraic Surfaces
Phase Plots of Complex Functions: A Journey in Illustration
Polynomials and the Fast Fourier Transform [elegant FFT]
Interpolating Splines: Which is the fairest of them all?
Adaptive Subdivision of Bezier Curves
Approximation of cubic Bezier Curves by circular Arcs and vice versa
Articulating Space: Geometric Algebra for Parametric Design
Bayesian and Quasi Monte Carlo Spherical Integration for Illumination Integrals [Spherical Fibonacci point sets (slide 49)]
Generating random variables
Frames, Quadratures and Global Illumination: New Math for Games [spherical needlets]

Blogs:
Wolfgang Engel - Diary of a Graphics Programmer
Game Art Tricks [interesting hints]
Ray Tracey's blog [real-time path tracing]
Nathan Reed's blog
The ryg blog
Self Shadow - An online shadow of myself
I'm doing it wrong - more often than not.
CodeItNow
The Tenth Planet
Random thoughts about graphics in game [series about wet surfaces and rain rendering]
Lol Engine blog [RGB<->HSV conversion, picking an orthogonal vector, quaternion from two vectors]
Filmic Games
Outerra blog
Chilliant - The Personal blog of Ian Taylor [some color space coversions in HLSL]
Humus 3D
ginsweater's blog
Graphics Rendering Blog
Eric Bruneton
ScrawkBlog
Tom Forsyth's Blog
Íñigo Quílez's Blog Articles
Alexandre Pestana's blog
The Devil In The Details: A graphics programmer's blog
3D Game Engine Programming
Sebh's blog
g-truc
Procedural World
Uniblock Dev Blog [OpenSimplex noise]
code4k [Advanced HLSL using closures and function pointers]
Extremeistan
erleuchtet.org
briansharpe [proc stuff]
Cyril Crassin's blog
Shinji Ogaki's Blog
Kayvon Fatahalian's Blog
Filmic Worlds - John Hables's blog [pbr stuffs]
C0DE517E
Essential Math Weblog
Nick's Voxel Blog [Dual Contouring]
direct to video
bitsquid
catlikecoding
0 FPS [lots of smartness]
Topology Guides
Adam Sawicki's blog
Experilous [distance field stuff]
The Little Grasshopper [DF and proc stuff]
Nothings - Sean Barrett's blog
Placeholder Art [PBR stuff (camera/tonemapping, lens flares, IBL)]
Rich Geldreich's Tech Blog [compression stuff]
Krzysztof Narkowicz's blog [pbr stuff]
Brian Karis's blog [pbr stuff]
optimiserly - I like to optimise things

Publications:
Guerrilla Games [The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn[!]]
Ready at Dawn

University Publications:
University of Central Florida
University of Athens
Williams College
Princeton University
Karlsruher Institut für Technologie

Other Stuffs:
ShaderX series
Programming Vertex, Geometry and Pixel Shaders
The Orange Book, 2nd Edition
Siggraph 2011 papers
Siggraph 2012 papers
Siggraph 2012 Mesh Parameterization Course
Chris Wyman's Web Page - Publications
Ke-Sen Huang's Home Page [all papers from SIGGRAPH, EG, I3D, EGSR, ...]
The Inner Product [Graphics/Math/Animation/AI/...]
OpenGL SuperBible blog
direct to video [awesome particle stuff]
tri-Ace Inc. - Research and Development Department
Crytek Presentations
IceFall Games
Real-Time Rendering Resources
Peter Shirley's papers and CV
Khan-Academy
OpenGL capabilities database
Graphics and Imaging Architectures [course]
Rendering Text with DirectWrite/Direct2D and Direct3D11
More Text Rendering with DirectWrite/Direct2D and Direct3D11
Principles of Digital Image Synthesis [!][book]
Lighting design theory for 3D games
Consideration with regard to sound propagation [Twitter]
libraries to start a rendering engine project
What Every Computer Scientist Should Know About Floating-Point Arithmetic
TU Wien Rendering Course SS2015
DX12 Do's And Don'ts
DX12 Do’s and Don’ts, a couple remarks
Sci-Hub - public access to tens of millions of research papers

Resources:
The Wikihuman Project [high-res head model]
ImGUI - Bloat-free Immediate Mode GUI
3D Graphics-oriented Spherical Harmonics Library
Introducing HLSL Tools for Visual Studio
Markdeep
Bob Ross’ The Joy of Painting
Gratin - A programmable node-based system for GPU-friendly applications.
GPU Open
GPUView
Detecting Video-Memory Overcommitment using GPUView

[misc]
Less is More: Designing Awesome AI
A Documentary Series About Japanese Video Game Music
3 steps to improve your game’s graphics
C++ Core Guidelines
The Art of Journey
libraries with minimal dependencies
Two Minute Papers [youtube channel]
The Theory and Practice of Cameras in Side-Scrollers
PCG, A Family of Better Random Number Generators
Twilight Princess Eyes Breakdown
Tearing-free drawing with GDI
How to C in 2016
The Ultimate Question of Programming, Refactoring, and Everything
http://joeduffyblog.com/Joe Duffy's Blog [Mirdori]

http://brofiler.com/
http://ambientocclusion.hatenablog.com/