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render.txt
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render.txt
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TFX:
- https://advances.realtimerendering.com/destiny/gdc_2017/Destiny_shader_system_GDC_2017_v.4.0.pdf
Atmosphere Scattering:
- A Scalable and Production Ready Sky and Atmosphere Rendering Technique
Sébastien Hillaire
https://sebh.github.io/publications/egsr2020.pdf
https://www.youtube.com/watch?v=SW30QX1wxTY&ab_channel=SIGGRAPHPhysicallyBasedShadingCourse
- Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Sébastien Hillaire
https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf
- Precomputed Atmospheric Scattering
Eric Bruneton, Fabrice Neyret
https://inria.hal.science/inria-00288758v1/document
- Production Volume Rendering SIGGRAPH 2017 Course
JULIAN FONG, MAGNUS WRENNINGE, CHRISTOPHER KULLA, RALF HABEL
https://graphics.pixar.com/library/ProductionVolumeRendering/paper.pdf
- ShaderToy examples:
https://www.shadertoy.com/view/slSXRW
https://www.shadertoy.com/view/MllBR2#
Spherical Harmonics:
- An Efficient Representation for Irradiance Environment Maps
Ravi Ramamoorthi and Pat Hanrahan
https://graphics.stanford.edu/papers/envmap/envmap.pdf
- Spherical Harmonic Lighting: The Gritty Details
Robin Green
https://3dvar.com/Green2003Spherical.pdf
- On the relationship between radiance and irradiance: determining the illumination from images of a convex Lambertian object
Ravi Ramamoorthi and Pat Hanrahan
https://cseweb.ucsd.edu/~ravir/papers/invlamb/josa.pdf
Ambient Dice (TODO)
https://www.ppsloan.org/publications/AmbientDice.pdf
Importance Sampling:
- https://www.youtube.com/watch?v=C3p2wI4RAi8&ab_channel=MutualInformation
Image Based Lighthing for Specular:
- Real Shading in Unreal Engine 4
by Brian Karis, Epic Games
https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
- Physically Based Rendering:From Theory To ImplementationMatt
Pharr, Wenzel Jakob, and Greg Humphreys
8.4 Microfacet Models
https://www.pbr-book.org/3ed-2018/Reflection_Models/Microfacet_Models#sec:microfacet
13.5 Transforming between Distributions
https://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/Transforming_between_Distributions#sec:mc-transforming
14.1 Sampling Reflection Functions
https://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Sampling_Reflection_Functions
PBR
- Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
https://jcgt.org/published/0003/02/03/paper.pdf
- Sampling the GGX Distribution of Visible Normals (vNDF)
https://jcgt.org/published/0007/04/01/paper.pdf
- https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
MS diffuse brdf TODO
https://www.activision.com/cdn/research/siggraph_2018_opt.pdf
https://advances.realtimerendering.com/s2018/MaterialAdvancesInWWII.pdf
https://advances.realtimerendering.com/s2018/MaterialAdvancesInWWII-course_notes.pdf
- https://boksajak.github.io/files/CrashCourseBRDF.pdf
TAA:
- https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/
- https://alextardif.com/TAA.html
- http://behindthepixels.io/assets/files/TemporalAA.pdf
Virtual Texture, Terrain:
- https://www.youtube.com/watch?v=MejJL87yNgI&ab_channel=SeanBarrett (main)
http://silverspaceship.com/src/svt/
- https://www.youtube.com/watch?v=kzthHcbG9IM&ab_channel=Sergreinforcedcc
Ghost Recon Wildlands Terrain Tools and Technology
- https://www.youtube.com/watch?v=SVPMhGteeuE&t=2860s&ab_channel=GDC
Adaptive Virtual Texture Rendering in Far Cry 4
- https://www.youtube.com/watch?v=q67RHk3QLr4&t=1459s&ab_channel=JavidMamedov
Terrain in Battlefield 3: A Modern, Complete and Scalable System (Mattias Widmark)
Order-Independent Transparency
Weighted Blended OIT
- https://casual-effects.blogspot.com/2015/03/implemented-weighted-blended-order.html
- https://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
Clustered-Rendering
- https://www.humus.name/Articles/PracticalClusteredShading.pdf
- Siggraph2016 - The Devil is in the Details: idTech 666
https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf
- Clustered Deferred and Forward Shading
Ola Olsson, Markus Billeter, and Ulf Assarsson
https://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
- https://www.aortiz.me/2018/12/21/CG.html#successful-implementations
Memory
- https://therealmjp.github.io/posts/gpu-memory-pool/
SSR
- https://gpuopen.com/fidelityfx-sssr/
GPU Pro 5 RayMarching scheme for the HiZ was originally based on [1.4.2 Quadtree Traversal] GPU Pro 1
- https://bitsquid.blogspot.com/2017/08/notes-on-screen-space-hiz-tracing.html
- https://sakibsaikia.github.io/graphics/2016/12/26/Screen-Space-Reflection-in-Killing-Floor-2.html#reflections-of-back-faces
- Stochastic All The Things: Raytracing in Hybrid Real-Time Rendering
https://www.ea.com/seed/news/seed-dd18-presentation-slides-raytracing
- Hi-Z Screen-Space Cone-Traced Reflections by Yasin Uludag (GPU Pro5 Advanced Rendering Techniques)
- Low Complexity, High Fidelity: The Rendering of INSIDE
https://loopit.dk/rendering_inside.pdf
https://www.youtube.com/watch?v=RdN06E6Xn9E&t=2427s&ab_channel=GDC
- https://bartwronski.com/2014/03/23/gdc-follow-up-screenspace-reflections-filtering-and-up-sampling
Denoise / Filters
- https://developer.nvidia.com/gtc/2020/video/s22699-vid
Dmitry Zhdan
Fast Denoising with Self Stabilizing Recurrent Blurs
- https://www.uni-ulm.de/fileadmin/website_uni_ulm/iui.inst.100/institut/Papers/atrousGIfilter.pdf
Edge-Avoiding À-Trous Wavelet Transform for fast Global Illumination Filtering
- https://research.nvidia.com/publication/2017-07_spatiotemporal-variance-guided-filtering-real-time-reconstruction-path-traced
SVGF
GI
Global Illumination based on Surfels
- https://www.youtube.com/watch?v=h1ocYFrtsM4&ab_channel=SEED%E2%80%93ElectronicArts
- https://www.youtube.com/watch?v=MyTOGHqyquU&t=1629s&ab_channel=DigitalDragons
- https://media.contentapi.ea.com/content/dam/ea/seed/presentations/2019-ray-tracing-gems-chapter-25-barre-brisebois-et-al.pdf
RESTIR
- https://research.nvidia.com/publication/2020-07_spatiotemporal-reservoir-resampling-real-time-ray-tracing-dynamic-direct
- https://agraphicsguynotes.com/posts/understanding_the_math_behind_restir_di/
MISC:
A Survey of Efficient Representations for Independent Unit Vectors
- https://jcgt.org/published/0003/02/01/paper.pdf
Hash Functions for GPU Rendering, Jarzynski et al.
- http://www.jcgt.org/published/0009/03/02/
- Optimizing Compute Shaders for L2 Locality using Thread-Group ID Swizzling
https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/