Graphics & Game Dev Resources

Community-curated links for shaders, optimization, tools, and learning paths.

65 of 65 resources

Domain
Format
Level
TitleBrief descriptionFormatDomainLevelAuthors
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)