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Interesting references for rendering

Open K0bin opened this issue 10 months ago • 0 comments

Basic stuff

Entire games

https://www.youtube.com/watch?v=jusWW2pPnA0

HDR

https://learnopengl.com/Advanced-Lighting/HDR https://learnopengl.com/Advanced-Lighting/Bloom

Forward+

https://wickedengine.net/2019/02/thoughts-on-light-culling-stream-compaction-vs-flat-bit-arrays/ https://themaister.net/blog/2020/01/10/clustered-shading-evolution-in-granite/

Culling

https://wickedengine.net/2018/01/optimizing-tile-based-light-culling/ https://www.rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501 https://www.nickdarnell.com/hierarchical-z-buffer-occlusion-culling/ https://www.youtube.com/watch?v=EtX7WnFhxtQ (Alan Wake 2 renderer) https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf

https://developer.nvidia.com/gpugems/gpugems/part-v-performance-and-practicalities/chapter-29-efficient-occlusion-culling (for WebGPU)

Normal mapping

https://learnopengl.com/Advanced-Lighting/Normal-Mapping

Shadows

Shadow maps

https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping https://learnopengl.com/Guest-Articles/2021/CSM

Distance field shadows

https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/

Ambient Occlusion

https://github.com/GameTechDev/XeGTAO

Basic SSAO

https://learnopengl.com/Advanced-Lighting/SSAO

Global Illumination

SVOGI

https://simonstechblog.blogspot.com/2013/01/implementing-voxel-cone-tracing.html https://wickedengine.net/2017/08/voxel-based-global-illumination/ https://research.nvidia.com/sites/default/files/pubs/2011-09_Interactive-Indirect-Illumination/GIVoxels-pg2011-authors.pdf https://leifnode.com/2015/05/voxel-cone-traced-global-illumination/

SSGI

https://gamehacker1999.github.io/posts/SSGI/

The Division

https://www.youtube.com/watch?v=04YUZ3bWAyg

Texture Streaming

https://wickedengine.net/2024/06/texture-streaming/ (Mostly interesting are the part about determining the mip map and blending)

Path tracing

https://pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Path_Tracing

Decals

https://wickedengine.net/2017/10/forward-decal-rendering/

K0bin avatar Mar 15 '25 18:03 K0bin