Graphics & Game Dev Resources
Community-curated links for shaders, optimization, tools, and learning paths.
Domain
Format
Level
| Title | Brief description | Format | Domain | Level | Authors | |
|---|---|---|---|---|---|---|
| Animated math explainers on linear algebra, calculus, Fourier transforms, and other topics that underpin graphics and simulation. | Grant Sanderson | |||||
| A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders,… | Fabian "ryg" Giesen | |||||
| Global ACM community for computer graphics and interactive techniques. | ACM SIGGRAPH | |||||
| 200+ tutorials on game dev math, shaders, Unity techniques, inverse kinematics, and ML topics. | Alan Zucconi | |||||
| AMD's DX12 research framework for fast prototyping of real-time graphics algorithms. | AMD (GPUOpen) | |||||
| AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin. | AMD | |||||
| Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware. | Arm Ltd. | |||||
| Arm's mobile GPU/CPU profiler for Android and embedded targets. | Arm Ltd. | |||||
| Cross-platform, graphics-API-agnostic rendering library in a bring-your-own-engine style. | Branimir Karadzic | |||||
| Reference on multithreading and parallelism in C++ - threads, atomics, locks, and task-based designs. | Anthony Williams | |||||
| Jasper Flick's long-running Unity and Godot tutorials, including the Rendering series on pipelines, lighting, and shader techniques. | Jasper Flick (Catlike Coding) | |||||
| A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links. | Cyanilux | |||||
| Free online graphing calculator for plotting functions, parametric curves, and sequences. | Desmos | |||||
| Scott Meyers guide to 42 best practices for C++11/14 - move semantics, smart pointers, lambdas, and avoiding common modern C++ pitfalls. | Scott Meyers | |||||
| Eric Lengyel's engine-focused math volume covering vectors, transforms, Grassmann/geometric algebra, and game-engine-relevant derivations with exercises. | Eric Lengyel | |||||
| Second volume on real-time rendering for engine developers - color science, projections, lighting, shadows, fog, visibility, and advanced topics like volumetrics and ambient… | Eric Lengyel | |||||
| Video tutorials visualizing math for graphics programming - vectors, splines, shader coding in Unity/HLSL, and geometric algebra. | Freya Holmer | |||||
| A long-running series of tech-art breakdowns from shipped games (GTA V, Diablo, Zelda, etc.). | Simon Trümpler | |||||
| A practical guide to design patterns in game code - object pools, spatial partitioning, state machines, and more. | Robert Nystrom (Bob Nystrom) | |||||
| YouTube tutorial on procedural terrain generation for games. | IGoByLotsOfNames | |||||
| Official docs for Google's physically based real-time renderer - material model, lighting equations, image-based lighting, and mobile-oriented PBR design used in Filament and… | Google (Filament team) | |||||
| A three-volume anthology of advanced GPU programming techniques, now free online. | Multiple contributors per chapter; edited/published by NVIDIA | |||||
| International conference for real-time and interactive graphics programming, held in Breda. | GPC organizers | |||||
| Interactive notebook that visualizes how IEEE half-float (fp16) represents numbers, including precision loss and range limits. | Ricky Reusser | |||||
| Developer blog documenting a custom deferred rendering engine - HDR, global illumination, ambient occlusion, decals, and lighting revamps. | Phil (IceFall Games) | |||||
| A large collection of written tutorials on procedural noise, raytracing, SDFs, distance functions, intersectors, voxels, and compression. | Inigo Quilez | |||||
| Full university course lectures on interactive/real-time rendering - OpenGL, GLSL, textures, shadows, geometry/tessellation/compute shaders, and GPU ray tracing. | Cem Yuksel (University of Utah) | |||||
| Kostas Anagnostou's graphics programming blog - GI experiments, hybrid ray tracing, API abstraction notes, shader ISA analysis, and neural rendering explorations from a… | Kostas Anagnostou | |||||
| Weekly/biweekly collections of new graphics programming related articles from across the web. | Jendrik Illner | |||||
| Comprehensive OpenGL tutorial series from context creation through lighting, PBR, shadows, geometry/tessellation shaders, and compute. | Joey de Vries | |||||
| Builds a modern Vulkan rendering engine (Raptor/Hydra) covering bindless resources, frame graphs, clustered deferred, mesh shaders, VRS, TAA, and RT effects. | Marco Castorina, Gabriel Sassone | |||||
| Eric Lengyel's textbook on vectors, transforms, lighting, visibility, collision, and shader-related math for game engines. | Eric Lengyel | |||||
| Online matrix calculator supporting symbolic variables, useful for verifying transforms, projections, and shader math by hand. | Community tool (author not prominently credited) | |||||
| Performance tuning and debugging tool for DirectX 12 games on Windows and Xbox. | Microsoft | |||||
| NVIDIA's open-source rendering framework and sample base for RTX research and demos. | NVIDIA | |||||
| System-wide performance profiler for CPU-GPU timeline analysis, threading, and API trace on Windows and Linux. | NVIDIA | |||||
| Official Unity guide to the Profile Analyzer package, which aggregates CPU marker data across many profiler frames. | Unity Technologies | |||||
| Academy Award-winning textbook and literate-rendered path tracer implementation. | Matt Pharr, Wenzel Jakob, Greg Humphreys | |||||
| Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies. | Jan Mroz (Procedural Pixels) | |||||
| Two-volume free online book series on real-time ray tracing techniques from industry experts. | Eric Haines, Tomas Akenine-Moller (editors); many chapter authors | |||||
| Free online book series building a path tracer in C++ from scratch over a weekend-style pace. | Peter Shirley, Steve Hollasch, Trevor David Black | |||||
| A reference grid of intersection tests between common geometric primitives (ray/sphere, AABB/triangle, etc.), with pointers to books, papers, and code. | Eric Haines (maintainer); references work by Inigo Quilez, David Eberly, Christer Ericson, and others | |||||
| Official companion site for the Real-Time Rendering book series. | Tomas Akenine-Moller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanicki, Sebastien Hillaire | |||||
| An illustrated, artist-friendly deep dive into the GPU raster pipeline - draw calls, batching, vertex fetch, rasterization, and bottlenecks. | Simon Trümpler | |||||
| Open-source frame debugger for D3D11/12, Vulkan, OpenGL, and Metal. | Baldur Karlsson | |||||
| Virtual conference on the craft of building real-time rendering engines - architecture, workflows, tooling, and product/engine tradeoffs rather than single algorithms. | Steve McAuley, Angelo Pesce, Natalya Tatarchuk, Michael Vance (program committee) | |||||
| Free computer graphics course starting from ray tracing and rasterization basics with C++ examples. | Jean-Colas Prunier | |||||
| In-depth blog posts on physically based shading, microfacet models, energy conservation, and advanced BRDF topics. | Stephen Hill, Naty Hoffman (and collaborators) | |||||
| Platform for fullscreen GLSL fragment shaders with live coding and a large community gallery. | Inigo Quilez, Pol Jeremias (creators); community contributors | |||||
| Unofficial but widely referenced knowledge base for ShaderToy - GLSL ES quirks, performance tricks, buffer usage, antialiasing, and SIMD/warp divergence. | Fabrice Neyret | |||||
| Side-by-side reference of Cook-Torrance microfacet BRDF terms (NDF, Fresnel, geometry shadowing) using consistent notation and UE4 roughness. | Brian Karis (Epic Games) | |||||
| Single-file public-domain C/C++ libraries for image loading/writing, font rasterization, and other common utilities. | Sean Barrett (nothings) | |||||
| Three-part Unreal Engine Fast Profiling series: stat commands, launch parameters, and CSV tools for quick bottleneck triage and AB comparisons. | Malika Omarova | |||||
| Video tutorials on advanced fragment-shader techniques - noise, fractals, raymarching, domain warping, and creative coding. | Martijn Steinrucken | |||||
| Alan Wolfe's blog on graphics programming, blue noise, sampling, path tracing, GPU sorting, and game-dev math. | Alan Wolfe | |||||
| Gentle step-by-step guide to fragment shaders - shaping functions, patterns, image processing, simulation, and raymarching. | Patricio Gonzalez Vivo, Jen Lowe | |||||
| Yan Chernikov's C++ and game-engine development channel, including the Hazel engine series, OpenGL/graphics episodes, and software engineering fundamentals for aspiring engine… | Yan Chernikov | |||||
| Matt Pettineau's long-running graphics blog on D3D12 barriers, GPU-driven rendering, subsurface scattering, MSAA/signal processing, weighted blended OIT, and shader permutation… | Matt Pettineau (MJP) | |||||
| Technical blog posts on spatial data structures (quadtrees, octrees), collision, and graphics algorithms with working code. | David Geier | |||||
| Blog post and paper page on teaching Vulkan in introductory graphics courses, presented at Eurographics 2022. | Johannes Unterguggenberger, Bernhard Kerbl, Michael Wimmer | |||||
| Follow-on official Khronos tutorial track that grows the basics into a simple engine structure with reusable abstractions. | Khronos Group | |||||
| Official Khronos Vulkan tutorial introducing instances, devices, swapchains, render passes, and the explicit synchronization model. | Khronos Group | |||||
| Describes a fast OIT method for rendering transparency (glass, smoke, foliage) without per-pixel sorting. | Morgan McGuire, Louis Bavoil (NVIDIA) | |||||
| Ulrich Drepper's classic paper on CPU caches, memory hierarchies, NUMA, and prefetching. | Ulrich Drepper | |||||
| Open-source C++ game engine with modern rendering features - real-time ray tracing, mesh shaders, GPU-driven rendering, and a lightweight editor. | Janos Turcsan (turanszkij) |
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