Structure
This page is a collection of linkSync, each under a category. The type of the resource is marked with a symbol in front of the link:
- smart_display : Youtube video or channel
- description : Article, blog, website or non-academic document
- history_edu : Academic paper
- book_2 : Book
- podium : Conference talk
The time when a specific link was added to the list is at the end of it (YYYY-mm-dd).
Categories and links are in an order that only makes sense to me, don’t try to find any rhyme or reason behind it.
General self-guidelines on what can go in here:
- At one point I had to have used the resource
- Resource must not be behind a subscription (one-time payments are fine)
- It must not tell you outright how code should be structured or organized
- Code must come with some form of explanation, no raw github repos
Math
smart_display 3Blue1Brown “The Essence of Linear Algebra” series (2024-07-11)smart_display Freya Holmér (2024-07-11)The channel also works in general, but this applies the most to graphics programming.
description songho.ca (2024-07-11)Mostly focuses on gamedev, but these fields have considerable overlap
description Quaternion overview by Grant Sanderson (3Blue1Brown) and Ben Eater (2024-07-11) description ”Understanding Slerp, Then Not Using It” by Jonathan Blow (2024-07-11)OpenGL sections are very outdated, but the math holds up
Programming
book_2 ”The Pragmatic Programmer” by Andrew Hunt and David Thomas (2024-07-11)Graphics APIs
description LearnOpenGL (2024-07-11) description Vulkan-tutorial (2024-07-11)description VkGuide (2024-07-11)Vulkan 1.0 style without many helper libraries, I recommend starting from this
This one uses a more modern Vulkan style (Vulkan 1.3 with dynamic rendering and bindless resources)
Algorithms
smart_display SimonDev (2024-07-11) description The Basics of GPU Voxelization (2024-07-11) history_edu Efficient sparse voxel octrees (2024-07-11)Rendering
book_2 Physically Based Rendering: 4th Edition (2024-07-11) description Devsh’s PBR discussion (2024-07-11)podium ”PBR Diffuse Lighting for GGX+Smith Microsurfaces” by Earl Hammon (2024-07-11)Meant to be an “extension” to the PBR articles on LearnOpenGL, but it’s a good explanation of the Fresnel components in BRDFs on its own.
Raytracing
description Raytracing in One Weekend (2024-07-11) description NVIDIA Vulkan hardware raytracing guide (2024-07-11) history_edu ”Sampling the GGX Distribution of Visible Normals” by Eric Heitz (2024-07-11) podium A Gentle Introduction to ReSTIR Path Reuse in Real Time (2024-07-11)Video included in the link, reading the course notes is also recommended
Inspiration
This category is to gather inspiration from, not necessarily to gain deep knowledge behind any specific algorithm or technology. Take anything you learn with a grain of salt and do your own research.
smart_display Acerola (2024-07-11) smart_display Sebastian Lague (2024-07-11)