REAL TIME RENDERING 3RD EDITION PDF UPDATE
Michael Abrash's Graphics Programming Black Book, by Michael Abrash, July 1997, read for free.This is the bibliography of the Third Edition of the book Real-Time Rendering.
REAL TIME RENDERING 3RD EDITION PDF CODE
Kilgard, March 2003, read for free.ĭirect3D ShaderX: Vertex and Pixel Shader Tips and Tricks, edited by Wolfgang Engel, June 2002, download for free, also free code download and notes. The Cg Tutorial, by Randy Fernando and Mark J. Notable are the fog article and the 82-page article on shadow volumes. 2003, download for free, also free code download and notes. ShaderX 2: Introductions and Tutorials with DirectX 9.0, edited by Wolfgang Engel, Nov. I particularly like the articles that Marwan Ansari coauthored. ShaderX 2: Shader Programming Tips and Tricks with DirectX 9.0, edited by Wolfgang Engel, Nov. Likewise, worthwhile and great that it's free.
GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, edited by Randima Fernando, March 2004, read for free.
Another gift from NVIDIA a wonderful book. GPU Gems 2: Techniques for Graphics and Compute Intensive Programming, edited by Matt Pharr, March 2005, read for free. NVIDIA's munificence is what I assume is behind this excellent book being free. GPU Gems 3, edited by Hubert Nguyen, August 2007, read for free. I particularly like the lighting chapter by Jack Hoxley, which gives detailed explanations of various lighting models along with working shader code. An uneven draft of a book, but extremely valuable in places. Programming Vertex, Geometry, and Pixel Shaders, Second Edition, by Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni, and Jason Zink, December 2008 (no publisher), read for free. The focus is more on OpenGL ES, which is all to the good.
IPhone 3D Programming: Developing Graphical Applications with OpenGL ES, Philip Rideout, O'Reilly Media, May 2010, read for free. Some Books On Computer Graphics for Reading and Downloading for Free: Computer Vision: Algorithms and Applications, by Richard Szeliski, Springer, Nov. The pipeline: finding and eliminating bottlenecks Level of detail: quadrics and view-dependent LOD Rendering: pure IBR, hybrid approaches ĭetail: simplification algorithms, geometric and perceptual error Non-photorealistic rendering: painting, sketching, hatching Īlgorithms: planar shadows, shadow volumes Īlgorithms: shadow volumes cont., shadow maps Īlgorithms: smoothies and other advanced techniques Non-photorealistic rendering: toon shading, silhouettes Writing vertex and fragment programs with Cg Texturing: point sprites, billboards, special effects Hardware-supported occlusion queries, portal textures View-frustum culling, cells and portals Ĭell and portals continued, hierarchical Z-buffer Introduction overview the graphics pipeline then and now Įngine basics: high-level pipelining Įngine basics: optimizing geometry for renderingĮngine basics: more on efficient rendering For copyright-related reasons, some of these links will only work if The original presentations will be included below for yourĬonvenience. Often from other sources (e.g., NVIDIA presentations at Game DevelopersĬonference). Some lectures are accompanied by Powerpoint presentations,