Bálint's Blog

Graphics programming resources I would recommend Published: 7/11/2024

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:

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:

Math

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3Blue1Brown “The Essence of Linear Algebra” series

(2024-07-11)

The channel also works in general, but this applies the most to graphics programming.

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Freya Holmér

(2024-07-11)

Mostly focuses on gamedev, but these fields have considerable overlap

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songho.ca

(2024-07-11)

OpenGL sections are very outdated, but the math holds up

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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)

Programming

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“The Pragmatic Programmer” by Andrew Hunt and David Thomas

(2024-07-11)

Graphics APIs

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LearnOpenGL

(2024-07-11)
description

“Official” Khronos Vulkan Tutorial

(2026-02-07)

Writes code against Vulkan 1.4 with dynamic rendering and vulkan.hpp. Basically an updated version of vulkan-tutorial.com.

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“HowToVulkan” vulkan tutorial by Sascha Willems

(2026-02-07)

Similar to the Khronos Vulkan tutorial, except done with vulkan.h and only a minimal reliance on C++ features.

Algorithms

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SimonDev

(2024-07-11)
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The Basics of GPU Voxelization

(2024-07-11)
history_edu

Efficient sparse voxel octrees

(2024-07-11)

Rendering

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Physically Based Rendering: 4th Edition

(2024-07-11)
description

Devsh’s PBR discussion

(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.

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“PBR Diffuse Lighting for GGX+Smith Microsurfaces” by Earl Hammon

(2024-07-11)
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“Some Thoughts on the Fresnel Term” by Naty Hoffman

(2026-02-07)
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“Rendering Tiny Glades With Entirely Too Much Ray Marching” by Tomasz Stachiowak

(2026-02-07)

Raytracing

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Raytracing in One Weekend

(2024-07-11)
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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.

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Acerola

(2024-07-11)
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Sebastian Lague

(2024-07-11)