Ecosyste.ms: Awesome
An open API service indexing awesome lists of open source software.
https://github.com/alpertunga-bile/link_list
Gathering links about projects, books, articles, etc.
https://github.com/alpertunga-bile/link_list
List: link_list
articles awesome-list list resource resources
Last synced: 16 days ago
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Gathering links about projects, books, articles, etc.
- Host: GitHub
- URL: https://github.com/alpertunga-bile/link_list
- Owner: alpertunga-bile
- License: mit
- Created: 2024-06-09T12:13:38.000Z (7 months ago)
- Default Branch: master
- Last Pushed: 2024-08-14T11:23:02.000Z (4 months ago)
- Last Synced: 2024-11-20T13:02:50.421Z (about 1 month ago)
- Topics: articles, awesome-list, list, resource, resources
- Language: Python
- Homepage:
- Size: 71.3 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- ultimate-awesome - link_list - Gathering links about projects, books, articles, etc. (Other Lists / PowerShell Lists)
README
# link_list
Gathering links about projects, books, articles, etc.
## Table Of Contents
- [link\_list](#link_list)
- [Table Of Contents](#table-of-contents)
- [Articles](#articles)
- [Animation](#animation)
- [Deep Learning](#deep-learning)
- [Global Illumination](#global-illumination)
- [Hair Rendering](#hair-rendering)
- [Path Tracing](#path-tracing)
- [Physical Based Shading](#physical-based-shading)
- [Physics](#physics)
- [Shading](#shading)
- [Subsurface Scattering](#subsurface-scattering)
- [Volumetric Shading](#volumetric-shading)
- [Books](#books)
- [Game AI](#game-ai)
- [Algorithms](#algorithms)
- [Animation](#animation-1)
- [Blender](#blender)
- [Computer Graphics](#computer-graphics)
- [Compiler \& Interpreter](#compiler--interpreter)
- [C++](#c)
- [Game Engine](#game-engine)
- [Game Physics](#game-physics)
- [Game Programming](#game-programming)
- [Graphics Programming](#graphics-programming)
- [GPGPU](#gpgpu)
- [Image Processing](#image-processing)
- [Math](#math)
- [Ray Tracing](#ray-tracing)
- [Rigging](#rigging)
- [VFX](#vfx)
- [Tutorials](#tutorials)
- [Direct3D 11](#direct3d-11)
- [Direct3D 12](#direct3d-12)
- [OpenGL](#opengl)
- [Shader](#shader)
- [Vulkan](#vulkan)
- [Sites](#sites)
- [Blogs](#blogs)
- [Youtube](#youtube)
- [Code](#code)
- [Computer Graphics](#computer-graphics-1)
- [Vulkan](#vulkan-1)## Articles
### Animation
- [An Introduction to Physics-based Animation](https://dl.acm.org/doi/10.1145/3305366.3328050)
### Deep Learning
- [An Introduction to Deep Learning on Meshes](https://dl.acm.org/doi/10.1145/3450508.3464569)
- [Learning an Intrinsic Garment Space for Interactive Authoring of Garment Animation](https://www.semanticscholar.org/paper/Learning-an-intrinsic-garment-space-for-interactive-Wang-Shao/3de3af24b788d7a88e86c02266dac7746b2c2b77)
- [DPM-SOLVER++](https://arxiv.org/abs/2211.01095)
- [High-Resolution Image Synthesis with Latent Diffusion Models](https://arxiv.org/abs/2112.10752)
- [Objaverse-XL: A Universe of 10M+ 3D Objects](https://arxiv.org/abs/2307.05663)
- [LoRA: Low-Rank Adaptation of Large Language Models](https://arxiv.org/abs/2106.09685)
- [DreamBooth: Fine Tuning Text-to-Image Diffusion Models for Subject-Driven Generation](https://dreambooth.github.io/)
- [Geometric Deep Learning](https://dl.acm.org/doi/10.1145/2988458.2988485)
- [Machine Learning and Rendering](https://dl.acm.org/doi/10.1145/3214834.3214841)
- [Physics-Based Differentiable Rendering: From Theory to Implementation](https://dl.acm.org/doi/10.1145/3388769.3407454)
- [Game AI techniques from algorithmic approach to machine learning](https://www.researchgate.net/publication/329284210_Game_AI_techniques_from_algorithmic_approach_to_machine_learning)
- [Practical Machine Learning for Rendering](https://history.siggraph.org/learning/practical-machine-learning-for-rendering-from-research-to-deployment-by-marshall/)### Global Illumination
- [Implicit Visibility and Antiradiance for Interactive Global Illumination](https://dl.acm.org/doi/10.1145/1275808.1276453)
- [Instant Global Illumination on the GPU using OptiX](https://www.academia.edu/2805505)
- [Practical dynamic lighting for large-scale game environments](https://dl.acm.org/doi/10.1145/3306307.3328189)
- [Point-Based Global Illumination for Movie Production](https://graphics.pixar.com/library/PointBasedGlobalIlluminationForMovieProduction/paper.pdf)
- [Real-Time Diffuse Global Illumination based on Voxelization](https://www.researchgate.net/publication/258845112_Real-Time_Diffuse_Global_Illumination_based_on_Voxelization)
- [Voxel-based global illumination](https://dl.acm.org/doi/10.1145/1944745.1944763)
- [Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm](https://dl.acm.org/doi/10.5555/2383654.2383661)
- [Real-Time Diffuse Global Illumination based on Voxelization](https://ieeexplore.ieee.org/document/6670656)### Hair Rendering
- [The Implementation Of A Hair Scattering Model](https://www.pbrt.org/hair.pdf)
- [Advanced Techniques in Real-time Hair Rendering and Simulation Siggraph 2010](https://dl.acm.org/doi/10.1145/1837101.1837102)
- [Physically Based Hair Shading in Unreal](https://blog.selfshadow.com/publications/s2016-shading-course/karis/s2016_pbs_epic_hair.pdf)
- [Let’s Get Physical: The Hairy History of Shading at MPC](https://blog.selfshadow.com/publications/s2020-shading-course/mpc/s2020_pbs_mpc_slides.pdf)### Path Tracing
- [Path Guiding in Production](https://dl.acm.org/doi/10.1145/3305366.3328091)
- [Vectorized Production Path Tracing](https://dl.acm.org/doi/10.1145/3105762.3105768)
- [Path tracing in Production Modern Path Tracing](https://dl.acm.org/doi/10.1145/3305366.3328079)
- [Path tracing in Production Making Movies](https://dl.acm.org/doi/10.1145/3305366.3328085)
- [The Path Tracing Revolution in the Movie Industry](https://dl.acm.org/doi/10.1145/2776880.2792699)
- [OptiX: A General Purpose Ray Tracing Engine](https://dl.acm.org/doi/10.1145/1778765.1778803)
- [Arnold: A Brute-Force Production Path Tracer](https://dl.acm.org/doi/10.1145/3182160)
- [RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering](https://dl.acm.org/doi/10.1145/3182162)
- [Path tracing in Production Production Renderers](https://dl.acm.org/doi/10.1145/3084873.3084904)
- [Path tracing in Production Siggraph 2018](https://dl.acm.org/doi/10.1145/3214834.3214864)
- [Embree: A Kernel Framework for Efficient CPU Ray Tracing](https://dl.acm.org/doi/10.1145/2601097.2601199)### Physical Based Shading
- [Physically Based Shading in Theory and Practice Siggraph 2020](https://dl.acm.org/doi/10.1145/3388769.3407523)
- [Beyond a Simple Physically Based Blinn-Phong Model in Real-Time](https://blog.selfshadow.com/publications/s2012-shading-course/gotanda/s2012_pbs_beyond_blinn_notes_v3.pdf)
- [Physically Based Shading at DreamWorks Animation](https://blog.selfshadow.com/publications/s2017-shading-course/dreamworks/s2017_pbs_dreamworks_notes.pdf)
- [Reflection Model Design for WALL-E and Up](https://blog.selfshadow.com/publications/s2012-shading-course/smits/s2012_pbs_pixar_model_slides_v2.pdf)
- [Physically Based Shading at Disney](https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf)
- [Physical Production Shaders with OSL](https://blog.selfshadow.com/publications/s2012-shading-course/martinez/s2012_pbs_osl_notes_v3.pdfPhysical.pdf)
- [Physically Based Shader Design in Arnold](https://blog.selfshadow.com/publications/s2014-shading-course/langlands/s2014_pbs_alshaders_notes.pdf)
- [Real-Time Rendering of Rough Refraction](https://inria.hal.science/hal-00652076/file/final.pdf)### Physics
- [Dynamic Deformables: Implementation and Production Practicalities](https://dl.acm.org/doi/10.1145/3388769.3407490)
### Shading
- [The Rendering Equation](https://dl.acm.org/doi/10.1145/15922.15902)
- [Rendering Equation Revisited: how to avoid Explicit Visibility Computations](https://dl.acm.org/doi/10.5555/314500.314898)
- [A Two-Pass Solution To The Rendering Equation: A Synthesis Of Ray Tracing And Radiosity Methods](https://dl.acm.org/doi/10.1145/37401.37438)
- [Background: Physics and Math of Shading](https://blog.selfshadow.com/publications/s2012-shading-course/hoffman/s2012_pbs_physics_math_notes.pdf)
- [Samurai Shading in Ghost of Tsushima](https://blog.selfshadow.com/publications/s2020-shading-course/patry/s2020_pbs_patry_slides.pdf)
- [Pixar’s Foundation for Materials: PxrSurface and PxrMarschnerHair](https://blog.selfshadow.com/publications/s2017-shading-course/pixar/s2017_pbs_pixar_notes.pdf)
- [Real-time many-light management and shadows with clustered shading](https://dl.acm.org/doi/10.1145/2776880.2792712)
- [FXAA](https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf)### Subsurface Scattering
- [Pre-Integrated Deferred Subsurface Scattering](https://dl.acm.org/doi/10.1145/2614217.2614248)
- [Directional Dipole Model for Subsurface Scattering](https://dl.acm.org/doi/10.1145/2682629)
- [Interactive Subsurface Scattering for Translucent Meshes](https://dl.acm.org/doi/10.1145/641480.641497)
- [The Role of Subsurface Scattering in Glossiness Perception](https://dl.acm.org/doi/10.1145/3458438)
- [Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering](https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf)
- [Volumetric Skin and Fabric Shading at Framestore](https://blog.selfshadow.com/publications/s2017-shading-course/walster/s2017_pbs_volumetric_notes.pdf)### Volumetric Shading
- [Fast, Flexible, Physically-Based Volumetric Light Scattering](https://d29g4g2dyqv443.cloudfront.net/sites/default/files/akamai/gameworks%2Fdownloads%2Fpapers%2FNVVL%2FFast_Flexible_Physically-Based_Volumetric_Light_Scattering.pdf)
- [Light Shafts](https://www.pixelmaven.com/jason/articles/ATI/Mitchell_LightShafts.pdf)
- [Voxel-Space Ambient Occlusion](https://dl.acm.org/doi/10.1145/1730804.1730989)
- [Production Volume Rendering](https://dl.acm.org/doi/10.1145/3084873.3084907)## Books
### Game AI
- [AI for Games](https://www.amazon.com/dp/0367670569)
- [Game AI Pro Books](https://www.gameaipro.com/)### Algorithms
- [The Algorithm Design Manual](https://www.amazon.com/Algorithm-Design-Manual-Computer-Science/dp/3030542556)
- [Advanced Algorithms and Data Structures](https://www.amazon.com/Advanced-Algorithms-Structures-Marcello-Rocca/dp/1617295485)
- [Grokking Algorithms](https://www.amazon.com/Grokking-Algorithms-Second-Aditya-Bhargava/dp/1633438538)### Animation
- [Hands-On C++ Game Animation Programming](https://www.amazon.com/Game-Animation-Programming-techniques-implementation-dp-1803246529/dp/1803246529/ref=dp_ob_title_bk)
- [Game Anim: Video Game Animation Explained](https://www.amazon.com/dp/0367707659/)
- [Foundations of Physically Based Modeling and Animation](https://www.amazon.com/dp/0367658208)
- [Computer Facial Animation](https://www.amazon.com/dp/0367659379)
- [Computer Animation: Algorithms and Techniques](https://www.amazon.com/Computer-Animation-Algorithms-Rick-Parent-ebook/dp/B0094DY2XU)### Blender
- [Shading, Lighting, and Rendering with Blender EEVEE](https://www.amazon.com/dp/1803230967)
- [Blender 3D Incredible Machines](https://www.amazon.com/dp/1785282018)
- [Blender 3D Incredible Models](https://www.amazon.com/dp/1801817812)
- [Python Scripting in Blender](https://www.amazon.com/dp/1803234229)
- [Procedural 3D Modeling Using Geometry Nodes in Blender](https://www.amazon.com/Procedural-Modeling-Using-Geometry-Blender-ebook/dp/B0BJ7FLZ5S)### Computer Graphics
- [Fundamentals of Computer Graphics](https://www.amazon.com/Fundamentals-Computer-Graphics-Steve-Marschner/dp/0367505037/ref=sr_1_4)
- [Real Time Rendering](https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Akenine-M%C3%B6ller/dp/1138627003/ref=sr_1_29)
- [Real Time Rendering Resources](https://www.realtimerendering.com/index.html)
- [Graphics Gems](https://www.realtimerendering.com/resources/GraphicsGems/)
- [GPU-based Techniques for Global Illumination Effects](https://www.amazon.com/dp/1598295594)
- [Cloth Simulation for Computer Graphics](https://www.amazon.com/dp/3031014693)
- [An Introduction to NURBS](https://www.amazon.com/dp/B01K0SD3NW)
- [Subdivision Methods for Geometric Design](https://www.amazon.com/dp/1558604464)
- [GPU-BASED REAL-TIME SOLID VOXELIZATION FOR VOLUME GRAPHICS](https://www.amazon.com/dp/3639171330)
- [Light & Skin Interactions](https://www.amazon.com/dp/0123750938)
- [Fluid Simulation for Computer Graphics](https://www.amazon.com/dp/1482232839)
- [Essential Computer Graphics Techniques for Modeling, Animating, and Rendering Biomolecules and Cells](https://www.amazon.com/dp/0367780313)
- [Advanced High Dynamic Range Imaging](https://www.amazon.com/dp/1032242736)
- [Real-Time Shadows](https://www.amazon.com/dp/1568814380)
- [Advanced Global Illumination](https://www.amazon.com/Advanced-Global-Illumination-Philip-Dutre-ebook/dp/B07JN81G8S)
- [Computer Graphics: Principles and Practice](https://www.amazon.com/Computer-Graphics-Principles-Practice-3rd/dp/0321399528)
- [High Dynamic Range Imaging](https://www.amazon.com/High-Dynamic-Range-Imaging-Acquisition/dp/012374914X)
- [Real-Time Volume Graphics](https://www.amazon.com/Real-Time-Graphics-Klaus-Engel-ebook/dp/B00SC810ZG)
- [Point-Based Graphics](https://www.amazon.com/Point-Based-Graphics-Morgan-Kaufmann-Computer-ebook/dp/B005HQMV4K)
- [Polygon Mesh Processing](https://www.amazon.com/Polygon-Mesh-Processing-Mario-Botsch-ebook/dp/B00OD4G346/)### Compiler & Interpreter
- [Crafting Interpreters](https://craftinginterpreters.com/)
- [Optimizing Compilers for Modern Architectures](https://www.amazon.com/dp/1493303546)
- [Modern Compiler Implementation in C](https://www.amazon.com/dp/0521607655)
- [Advanced Compiler Design and Implementation](https://www.amazon.com/dp/1558603204)
- [Engineering a Compiler](https://www.amazon.com/dp/0128154128)### C++
- [Professional C++](https://www.amazon.com/Professional-C-Marc-Gregoire-dp-1394193173/dp/1394193173)
- [C++ High Performance](https://www.amazon.com/dp/1839216549)
- [Effective Modern C++: 42 Specific Ways to Improve Your Use of C++11 and C++14](https://www.amazon.com/Effective-Modern-Specific-Ways-Improve/dp/1491903996)### Game Engine
- [Foundations of Game Engine Development](https://foundationsofgameenginedev.com/)
- [3D Game Engine Design](https://www.amazon.com/Game-Engine-Design-Second-Interactive/dp/0122290631)
- [Game Engine Black Book: DOOM](https://www.amazon.com/Game-Engine-Black-Book-DOOM-dp-B0BMSP3GSS/dp/B0BMSP3GSS)
- [Game Engine Architecture](https://www.amazon.com/Engine-Architecture-Third-Jason-Gregory/dp/1138035459)
- [Game Engine Gems](https://www.gameenginegems.net/)### Game Physics
- [Physics for Game Developers](https://www.amazon.com/dp/1449392512)
- [Game Physics Cookbook](https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669)### Game Programming
- [Game Programming Gems](https://www.satori.org/game-programming-gems/)
- [Real-Time Cameras](https://www.amazon.com/dp/0123116341)
- [Game Development Tools](https://www.amazon.com/dp/1138428612)### Graphics Programming
- [3D Graphics Cookbook](https://www.amazon.com/Graphics-Rendering-Cookbook-comprehensive-algorithms/dp/1838986197/ref=sr_1_1)
- [Mastering Graphics Programming with Vulkan](https://www.amazon.com/Mastering-Graphics-Programming-Vulkan-state-ebook/dp/B0BKGLBN89/ref=sr_1_1)
- [OpenGL 4 Shading Language](https://www.amazon.com/OpenGL-Shading-Language-Cookbook-high-quality/dp/1789342252/ref=sr_1_4)
- [OpenGL Shading Language](https://www.amazon.com/OpenGL-Shading-Language-Randi-Rost/dp/0321637631/ref=sr_1_16)
- [OpenGL Insights](https://www.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/0367659212/ref=sr_1_14)
- [Computer Graphics Programming in OpenGL With C++](https://www.amazon.com/Computer-Graphics-Programming-OpenGL-C-dp-1501522590/dp/1501522590/ref=dp_ob_title_bk)
- [ShaderX / GPU Pro / GPU Zen](https://www.realtimerendering.com/resources/shaderx/)
- [GPU Gems](https://developer.nvidia.com/gpugems/gpugems/contributors)
- [Practical Rendering and Computation with Direct3D 11](https://www.amazon.com/dp/0367659255/)
- [Introduction to 3D Game Programming with DirectX 11](https://www.amazon.com/dp/1936420228/)
- [Tricks of the 3D Game Programming Gurus](https://www.amazon.com/dp/0672318350)
- [Practical Parallel Rendering](https://www.amazon.com/Practical-Parallel-Rendering-Alan-Chalmers-ebook/dp/B00SC80Z3E)
- [Practical Algorithms for 3D Computer Graphics](https://www.amazon.com/Practical-Algorithms-Computer-Graphics-Second-ebook/dp/B00OD414OK)
- [Shaders for Game Programmers and Artists](https://www.amazon.com/Shaders-Programmers-Artists-Premier-Development/dp/1592000924)
- [Introduction to 3D Game Programming with DirectX 12](https://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1942270062)
- [OpenGL Programming Guide](https://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0134495497)
- [The Modern Vulkan Cookbook](https://www.amazon.com/Modern-Vulkan-Cookbook-practical-techniques/dp/1803239980)### GPGPU
- [GPU Computing Gems Jade Edition](https://www.amazon.com/dp/0123859638)
- [GPU Computing Gems Emerald Edition](https://www.amazon.com/dp/0123849888)
- [Programming Massively Parallel Processors](https://www.amazon.com/Programming-Massively-Parallel-Processors-Hands/dp/0323912311)
- [CUDA by Example](https://www.amazon.com/CUDA-Example-Introduction-General-Purpose-Programming/dp/0131387685)### Image Processing
- [A Computational Introduction to Digital Image Processing](https://www.amazon.com/dp/0367783339)
- [The Image Processing Handbook](https://www.amazon.com/dp/1138747491)
- [Introduction to Visual Computing](https://www.amazon.com/dp/1482244918)
- [Image and Video Compression for Multimedia Engineering](https://www.amazon.com/dp/1032240652)
- [A Beginner's Guide to MultiLevel Image Thresholding](https://www.amazon.com/dp/036750314X)### Math
- [Geometric Tools for Computer Graphics](https://www.amazon.com/dp/1558605940)
- [Geometry for Programmers](https://www.amazon.com/dp/1633439607)
- [Mathematics for Game Programming and Computer Graphics](https://www.amazon.com/dp/1801077339)
- [Practical Geometry Algorithms: with C++ Code](https://www.amazon.com/Practical-Geometry-Algorithms-C-Code/dp/B094T8MVJP)
- [Computational Geometry: Algorithms and Applications](https://www.amazon.com/Computational-Geometry-Applications-Mark-Berg/dp/3540779736)### Ray Tracing
- [Ray Tracing Peter Shirley](https://raytracing.github.io/)
- [Physical Based Rendering](https://www.pbr-book.org/)
- [Ray-tracing Black Holes](https://www.amazon.com/dp/363902902X/)
- [Realistic Ray Tracing](https://www.amazon.com/dp/1568814615/)
- [Innovative Ray Tracing Algorithms for Space Thermal Analysis](https://www.amazon.com/dp/3659115800/)
- [Visibility using Ray Tracing Algorithms and Data Structures: Investigating a few Ray Tracing Algorithms and Data Structures in the Context of Visibility](https://www.amazon.com/dp/3843382557/)
- [GPU Ray Tracing in Non-Euclidean Spaces](https://www.amazon.com/dp/3031792009)
- [Ray Tracing from the Ground Up](https://www.amazon.com/dp/1568812728)
- [Ray Tracing: A Tool for All](https://www.amazon.com/dp/3030174891)
- [Ray Tracing Gems](https://www.realtimerendering.com/raytracinggems/)
- [Ray Tracing and Beyond: Phase Space Methods in Plasma Wave Theory](https://www.amazon.com/Ray-Tracing-Beyond-Methods-Plasma-ebook/dp/B00I0UNB9Y)
- [The Ray Tracer Challenge](https://www.amazon.com/Ray-Tracer-Challenge-Test-Driven-Renderer/dp/1680502719)
- [An Introduction to Ray Tracing](https://www.amazon.com/Introduction-Tracing-Kaufmann-Computer-Graphics/dp/0122861604)### Rigging
- [Digital Creature Rigging](https://www.amazon.com/dp/0240823796)
- [Digital Creature Rigging: Wings, Tails & Tentacles for Animation & VFX](https://www.amazon.com/dp/1138560707)
- [Rigging for Games: A Primer for Technical Artists Using Maya and Python](https://www.amazon.com/dp/0415743052)### VFX
- [The Complete Guide to Photorealism for Visual Effects, Visualization and Games](https://www.amazon.com/dp/0367199262)
- [Real-Time Visual Effects for Game Programming](https://www.amazon.com/dp/9811013489)
- [The VES Handbook of Visual Effects](https://www.amazon.com/dp/1138542202)
- [Masters of FX](https://www.amazon.com/dp/1781572674)
- [VFX Made Easy with Houdini](https://www.amazon.com/dp/1803236108)
- [Build Stunning Real-time VFX with Unreal Engine 5](https://www.amazon.com/dp/1801072418)
- [Multithreading for Visual Effects](https://www.amazon.com/Multithreading-Visual-Effects-Martin-Watt-ebook/dp/B00OD3XPPM)
- [Real Time Visual Effects for the Technical Artist](https://www.amazon.com/Real-Visual-Effects-Technical-Artist/dp/0367444488)## Tutorials
### Direct3D 11
- [Rastertek](https://rastertek.com/tutdx11.html)
- [3Dgep](https://www.3dgep.com/introduction-to-directx-11/)### Direct3D 12
- [3Dgep](https://www.3dgep.com/learning-directx-12-1/)
- [Braynzar Soft](https://www.braynzarsoft.net/viewtutorial/q16390-04-directx-12-braynzar-soft-tutorials)### OpenGL
- [Learn OpenGL](https://learnopengl.com/)
- [OGLDev](https://ogldev.org/)### Shader
- [3D Game Shaders for Beginners](https://lettier.github.io/3d-game-shaders-for-beginners/)
- [Ben Cloward](https://www.youtube.com/@BenCloward)### Vulkan
- [Vulkan Guide](https://vkguide.dev/)
- [Vulkan Tutorial](https://vulkan-tutorial.com/)## Sites
### Blogs
- [Inigo Quilez Articles](https://iquilezles.org/articles/)
- [Froyok Articles](https://www.froyok.fr/articles.html)
- [Adrian Courreges Graphics Study](https://www.adriancourreges.com/blog/)
- [Alain](https://alain.xyz/)
- [Fibers Oh My](https://graphitemaster.github.io/fibers/)
- [GPU Pro Blog](https://gpupro.blogspot.com/)
- [Implementing GJK](https://caseymuratori.com/blog_0003)
- [Behind The Pretty Frames](https://mamoniem.com/category/behind-the-pretty-frames/)
- [GPU Architecture Sources](https://interplayoflight.wordpress.com/2020/05/09/gpu-architecture-resources/)
- [Advances in Real Time Rendering](https://advances.realtimerendering.com/)
- [Scratch Pixel](https://www.scratchapixel.com/)
- [Pixar's Renderman](https://renderman.pixar.com/technical-deep-dive)
- [GDC Vault](https://gdcvault.com/free)
- [GPU Open](https://gpuopen.com/)
- [Journal of Computer Graphics Techniques](https://jcgt.org/)
- [Self Shadow](https://blog.selfshadow.com/publications/)
- [ACM Digital Library](https://dl.acm.org/)
- [Crytek SMAA](https://www.iryoku.com/smaa/)
- [Riot Games Rendering](https://technology.riotgames.com/tags/rendering)
- [Casual Effects](https://casual-effects.com/)
- [Square Enix Technologies](http://www.jp.square-enix.com/tech/publications.html)
- [Bend Studios Screen Space Shadows](https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/)
- [Physics Based Animation](https://www.physicsbasedanimation.com/)
- [Pixar Graphics](https://graphics.pixar.com/library/)
- [Krzysztof Narkowicz](http://knarkowicz.wordpress.com/)
- [Daniel Wright](https://www.epicshaders.com/)
- [Jendrik Illner](https://www.jendrikillner.com)
- [Graphics Programming Weekly](https://www.jendrikillner.com/article_database/)
- [A Graphics Guy's Note](https://agraphicsguynotes.com/)
- [A Random Walk Through Geek-Space](https://www.sebastiansylvan.com/)## Youtube
### Code
- [Sebastian Lague](https://www.youtube.com/@SebastianLague)
- [Simon Dev](https://www.youtube.com/@simondev758)### Computer Graphics
- [Introduction to Computer Graphics](https://www.youtube.com/watch?v=vLSphLtKQ0o&list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh&pp=iAQB)
- [Interactive Computer Graphics](https://www.youtube.com/watch?v=UVCuWQV_-Es&list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN&pp=iAQB)
- [GDC](https://www.youtube.com/@Gdconf/featured)
- [Siggraph](https://www.youtube.com/@ACMSIGGRAPH)### Vulkan
- [Vulkan Lecture Series - Computer Graphics at TU Wien](https://www.youtube.com/watch?v=tLwbj9qys18&list=PLmIqTlJ6KsE1Jx5HV4sd2jOe3V1KMHHgn&pp=iAQB)
- [Vulkan Youtube Channel](https://www.youtube.com/@Vulkan)
- [Travis Vroman](https://www.youtube.com/@TravisVroman)