컴퓨터 그래픽스 북마크
[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
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://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://content.gpwiki.org/D3DBook:Motion_Blur
[Graphics]
Circularly symmetric convolution and lens blur
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
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]
[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
assimp