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컴퓨터 그래픽스 북마크

BluePixel 2016. 1. 12. 04:22

[Lightmap]


http://www.ambiera.com/irredit/

http://www.awingsoft.com/LightMapMaker/lightmapmaker.htm


http://www.blackpawn.com/texts/lightmaps/

http://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/

http://www.flipcode.com/archives/Lightmaps_Static_Shadowmaps.shtml

http://www.flipcode.com/archives/Light_Mapping_Theory_and_Implementation.shtml

http://joshbeam.com/articles/dynamic_lightmaps_in_opengl/




[Global Illumination]


-Voxel Cone Tracing

http://maverick.inria.fr/Publications/2011/CNSGE11/index.php

http://realtimevoxels.blogspot.kr/


-Light Propagation Volumes

http://www.rafwrobel.com/lpv/lpv.html#description


-Radiosity

http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm


-Global Illumination in T22

http://tower22.blogspot.kr/2013/10/global-illumination-in-t22.html


-Photon Mapping

http://web.cs.wpi.edu/~emmanuel/courses/cs563/write_ups/zackw/photon_mapping/PhotonMapping.html


Global Illumination in a Nutshell

http://www.thepolygoners.com/tutorials/GIIntro/GIIntro.htm


Precomputed Radiance Transfer

http://www0.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/

https://graphics.stanford.edu/papers/envmap/


Basic Theory of Physically-Based Rendering

http://www.marmoset.co/toolbag/learn/pbr-theory


http://realtimeradiosity.com/


readings on physically based rendering

http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/




[HDR]


-logluv

http://mynameismjp.wordpress.com/2008/12/12/logluv-encoding-for-hdr/


-Filmic Tonemapping

http://filmicgames.com/archives/category/tonemapping


-RGBM color encoding 

http://graphicrants.blogspot.kr/2009/04/rgbm-color-encoding.html


HDR Rendering Sample    

http://www.xnainfo.com/content.php?content=28




[Sky Shader Object]

https://www.googledrive.com/host/0B2iAZL5Uq_C8Yk1VVFhpMXZEczA/US/html/OSKYSHADER-OBASELIST.html




[SSAO]

http://www.gamerendering.com/category/lighting/ssao-lighting/

http://theorangeduck.com/page/pure-depth-ssao

http://john-chapman-graphics.blogspot.kr/2013/01/ssao-tutorial.html

http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/a-simple-and-practical-approach-to-ssao-r2753

http://mtnphil.wordpress.com/2013/06/26/know-your-ssao-artifacts/




[Shadow]

-Cascaded Shadow Mapping

http://www.asawicki.info/news_1283_cascaded_shadow_mapping.html

http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx



[Motion Blur]

http://john-chapman-graphics.blogspot.kr/2013/01/what-is-motion-blur-motion-pictures-are.html

http://mynameismjp.wordpress.com/the-museum/samples-tutorials-tools/motion-blur-sample/

http://docs.autodesk.com/MENTALRAY/2012/CHS/mental%20ray%203.9%20Help/files/shaders/production/prod_motionblur.html

http://content.gpwiki.org/D3DBook:Motion_Blur



[Graphics]

Circularly symmetric convolution and lens blur

http://yehar.com/blog/?p=1495


Photoshop math with GLSL shaders 

http://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/


CrossProcessing shader 

http://mouaif.wordpress.com/2008/06/11/crossprocessing-shader/


조명과 재질 설명

http://download.autodesk.com/us/maya/2009help/mr/shaders/architectural/arch_mtl.html


Bokeh

http://toothwalker.org/optics/bokeh.html

http://mynameismjp.wordpress.com/2011/02/28/bokeh/


Chromatic aberration 

http://color-department.blogspot.kr/2007/10/mialensbokeh-shader.html

http://color-department.blogspot.kr/2008/08/chromatic-aberration-part-ii.html

http://www.3drender.com/light/lens.htm


Bilinear Interpolation

http://www.gamerendering.com/2008/10/05/bilinear-interpolation/


Sparse Virtual Textures

http://silverspaceship.com/src/svt/


simple and efficient skylight setup

http://devlog-martinsh.blogspot.kr/2011/08/simple-and-efficient-skylight-setup.html


HDR + many simple GLSL 2D Filters v2.0

http://www.blenderartist.org/forum/showthread.php?156482-HDR-many-simple-GLSL-2D-Filters-v2-0


Box Projected Cube Environment Mapping

http://blenderartists.org/forum/showthread.php?209688-Box-Projected-Cube-Environment-Mapping-demo-(Shiny!)


Color Controls

http://http.developer.nvidia.com/GPUGems/gpugems_ch22.html


Quadtree

http://www.kyleschouviller.com/wsuxna/quadtree-source-included/

http://www.flipcode.com/archives/Introduction_To_Octrees.shtml


Oren-Nayar + Lighting

http://content.gpwiki.org/index.php/D3DBook:(Lighting)_Oren-Nayar#References

http://content.gpwiki.org/D3DBook:Lighting


Gamma Correction

http://wrice.egloos.com/viewer/5388456


Spherical Harmonics

http://nccasymposium.bmth.ac.uk/2007/joao_montenegro/theory.html


Light attenuation

http://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/




[Cel Shading]

http://raptor.developpez.com/tutorial/rendering/celshading/

http://nehe.gamedev.net/tutorial/celshading/25001/

http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/cel-shading-r1438




[Terrain]

ROAM

http://www.cognigraph.com/ROAM_homepage/


Terrain LOD: Runtime Regular-Grid Approaches

http://vterrain.org/LOD/Implementations/




[review / articles]

"CryEngine 3 Tech you might not know about"

http://www.crydev.net/viewtopic.php?f=355&t=69239




[Culling]

Next Generation Occlusion Culling

http://www.gamasutra.com/view/feature/164660/sponsored_feature_next_generation_.php?print=1


Occlusion Culling Algorithms

http://www.gamasutra.com/view/feature/3394/occlusion_culling_algorithms.php


Frustum Culling

http://www.flipcode.com/archives/Frustum_Culling.shtml


Unified Occlusion Culling: Portals, Visibility Umbra, and HZB

http://blog.csdn.net/cnjet/article/details/6010706


Real Time Occlusion Culling

http://users.csc.calpoly.edu/~zwood/teaching/csc572/final12/iseletsk/


Basic Culling Techniques

http://www.gamerendering.com/category/optimizations/culling-optimizations/





[Collision Detection]

http://gamedevelopment.tutsplus.com/tutorials/collision-detection-with-the-separating-axis-theorem--gamedev-169




[PhysX]

PhysX SDK

https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Index.html

http://physxinfo.com/wiki/PhysX_SDK_3.x


http://mmmovania.blogspot.ru/2011/05/getting-started-with-physx-3.html

http://mocamilk.tistory.com/36


BulletPhysics

http://bulletphysics.org/wordpress/

http://bulletphysics.org/mediawiki-1.5.8/index.php/Hello_World




[Asset Import Library]

FBX SDK

http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775847


COLLADA

https://collada.org/


assimp

http://assimp.sourceforge.net/main_features.html