Real-time rendering
Shading basics
Reference
- Experimenting with reconstruction filters for MSAA resolve
- FXAA shadertoy
- Temporal reprojection antialiasing in INSIDE
- High quality temporal supersampling
- An excursion in temporal supersampling
- Temporal AA and the quest for the Holy Trail
- Temporal antialiasing starter pack
- MLAA shadertoy
- MLAA from 2009 to 2017
- MLAA paper
- Enhanced Subpixel Morphological Antialiasing
Shadows
Reference
Physically based shading
Reference
Volumetic and translucency rendering
Reference
- A C++/DirectX 11 implementation of “A Scalable and Production Ready Sky and Atmosphere Rendering Technique”
- Precomputed Atmospheric Scattering
Global illumination
Reference
Efficient shading
Reference
- Mesh shading for Vulkan
- Vulkan Subgroup tutorial
- Vulkan Subgroup explained
- A primer on efficient rendering algorithms and clustered shading
- Nvidia mega geometray samples
- Niagara renderer
Neural rendering
Reference
- Nerf: Representing scenes as neural radiance fields for view synthesis
- 3D Gaussian splatting for real-time radiance field rendering
- Nvidia 3DGS sample
- An introduction to neural shading-
- Nvidia RTX kit
- RenderFormer
Resource
- Mathematics for 3D game programming and computer graphics(3rd)
- Foundations of game engine development volume 1 mathematics
- Real-time rendering(4th)
- Fundamentals of computer graphics(5th)
- Computer graphics principles and practice(3rd)
- Foundations of game engine development volume 2 rendering
- Real-time rendering website
- Siggraph
- GAMES
- Shadertoy