Overview of graphics programming
https://renderdoc.org/blog/Graphics-in-Plain-Language/Part-1.html
- Deferred rendering
- Textures
- Geometry
- Reflections, cube maps, fisheye render
- Culling
- Mipmapping
- Object LOD
- Shadows
- Vertex shaders
- Animations, skeleton
- Animation of faces
Lessons for beginners
https://www.scratchapixel.com/index.html
- huge collection of lessons
Coordinate systems
Lighting
Shadows
https://30fps.net/pages/videogame-shadows/
Techniques
https://www.elopezr.com/the-rendering-of-middle-earth-shadow-of-mordor/
- Depth pre-pass and open worlds
- Reverse Z
https://pr0g.github.io/mathematics/graphics/2023/08/06/reverse-z.html
- Reverse Z
https://developer.nvidia.com/content/depth-precision-visualized
Overview of APIs
https://alain.xyz/blog/comparison-of-modern-graphics-apis
Modern GPU architecture
https://codeconfessions.substack.com/p/gpu-computing
https://blog.codingconfessions.com/p/gpu-computing
Clean examples of modern GPU rendering
https://github.com/floooh/sokol-samples/blob/master/metal/texcube-metal.c
FANTASTIC collection of shaders for planet-scale rendering
https://github.com/Prograda/Skybolt/tree/master/Assets/Core/Shaders
Water shader
https://www.jayconrod.com/posts/34/water-simulation-in-glsl
Shader editors
https://shadered.org/ https://www.shadertoy.com/
GPU-driven
Use of SSBOs
https://www.khronos.org/opengl/wiki/Shader_Storage_Buffer_Object