Real-time rendering
Shading basics
Reference
- Experimenting with reconstruction filters for MSAA resolve
- FXAA shadertoy
- MLAA shadertoy
- MLAA from 2009 to 2017
- MLAA paper
- Enhanced Subpixel Morphological Antialiasing
- 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
Efficient shading
Reference
- Niagara renderer
- Mesh shading for Vulkan
- Vulkan Subgroup tutorial
- Vulkan Subgroup explained
- A primer on efficient rendering algorithms and clustered shading
- Visually lossless content and motion adaptive shading in games
Resource
- Siggraph
- GAMES
- Real-time rendering website
- Shadertoy
- 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
- GAMES101 introduction to computer graphics
- GAMES202 high-quality real-time rendering
- Physically based shading in theory and practice