Update. I'm not going to color the updates blue anymore; too much work to uncolor them later again. Instead, I'll additionally attache my cached stuff to the update posts in the future; like so:


Super-Awesome-Somewhat-Random-Papers-Collection

A Pixel Is Not A Little Square! [And a Voxel is Not a Little Cube]


General Stuffs:
Texts Rasterization Exposures
Conservative and Tiled Rasterization Using a Modified Triangle Setup
Physically Based Camera Rendering
Improving Noise
BF3: Culling the Battlefield
Rendering Fields of Grass
Antialiased 2D Grid, Marker, and Arrow Shaders
A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering
Light probe interpolation using tetrahedral tessellations
Combatting Rendering Latency
CryEngine3 Graphic Gems [.pptx]

VR:
Advanced VR Rendering
[Valve]

Procedural Stuffs:
Enhanced Sphere Tracing

Simplex noise
Simplex noise demystified
Graphical Interface Models for Procedural Mesh Growing

Improving Gabor Noise
ProceduralNoise using Sparse Gabor Convolution
Gabor Noise by Example


Water:
Water Technology of Uncharted
Ocean Optics Web Book


Physics:
Advanced Volumetric Effects for Games


Image Processing:
Super-Resolution From a Single Image


Color:
Gamma error in picture scaling
Banding in Games: A Noisy Rant [!]

Color Banding Removal
Tone Mapping High Dynamic Range Videos using Wavelets


Geometry:
Interior Distance Using Barycentric Coordinates
Marching Diamonds for Unstructured Meshes

Efficient and High Quality Contouring of Isosurfaces on Uniform Grids


Animation|Skinning|Deformation:
Key Frame Interpolation via Splines and Quaternions
[Kochanek-Bartels Splines for Quaternions]
Animating Rotation with Quaternion Curves [pretty accessible]
A General Construction Scheme for Unit Quaternion Curves
Dual-Quaternions
[sample dq-class]
Destiny Character-Animation

Tessellation:


Light Scattering
Optical Models for Direct Volume Rendering [basics of absorption, emission and scattering]
Practical Real-Time Lens-Flare Rendering

Indirect Illumination:
Interactive Diffuse Global Illumination Discretization Methods For Dynamic Environments
Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer

Global Illumination Compendium
WebGL Deferred Irradiance Volumes
Scalable Ambient Obscurance [state of the art SSAO]
Point-Based Global Illumination for Movie Production
The Technology Of The Tomorrow Children

Basis Functions:


Shadows:
Soft Shadow Mapping [WebGL Demos of various techniques]
Moment Shadow Mapping

Lighting|Radiometry|BRDFs:
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

Glitter stuffs:
Simulation of sparkles in metallic paints
Photo-realistic Rendering of Metallic Car Paint from Image-Based Measurements


Anti-Aliasing:
Aggregate G-Buffer Anti-Aliasing


GPU-Programming and Architecture:
How bad are small triangles on GPU and why?
'Rasterization patterns' of Haswell GPU
Vertex Shader Tricks [live presentation]
Low-level Shader Optimization for Next-Gen and DX11
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
Sea Islands Series Instruction Set Architecture
AMD GCN presentation
GCN Architecture whitepaper
GCN – two ways of latency hiding and wave occupancy


Math:
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


Blogs:
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


University Publications:
Karlsruher Institut für Technologie


Other Stuffs:
ProceduralContent Generation in Games
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]



(Also, I apparently reached the post length maximum with the main post.)

Last edited by Hummel; 03/18/15 17:22.