- Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
100% match
· <shaders><brdf><energy><fresnel><ggx><half><lighting><microfacet> - Advanced Physically Based Rendering With ClearCoat
This OGLDEV YouTube video continues an advanced glTF physically based rendering series by adding the Khronos Clear Coat material extension.
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· <shaders><clearcoat><fresnel><ggx><ibl><lighting><materials><pbr> - SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice is the course page for the SIGGRAPH physically based shading course, organized by Stephen Hill and Stephen…
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· <general><shaders><advanced><authoring><brdf><energy><materials><pbr> - Specular BRDF Reference
Side-by-side reference of Cook-Torrance microfacet BRDF terms (NDF, Fresnel, geometry shadowing) using consistent notation and UE4 roughness.
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· <shaders><advanced><brdf><equations><fresnel><ggx><microfacet><notation> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
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· <shaders><advanced><brdf><ggx><lighting><pbr><performance><realtime> - Physically Based Rendering In OpenGL Using GLTF2
Physically Based Rendering In OpenGL Using GLTF2 is an OGLDEV YouTube tutorial by Etay Meiri on modernizing an OpenGL pipeline with a glTF 2 metallic-roughness PBR…
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· <shaders><brdf><fresnel><ibl><materials><pbr><github><opengl> - Improving Direct Lighting Material Occlusion - Part 2
Improving Direct Lighting Material Occlusion - Part 2 is a March 2026 irradiance.ca article by Pablo Zurita on microsurface-aware micro-shadowing for direct lighting.
Building…
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· <shaders><advanced><ggx><lighting><microfacet><notation><smith><theory> - Stochastic tile-based lighting in HypeHype
Stochastic Tile-Based Lighting in HypeHype is the SIGGRAPH 2025 Advances course PDF notes by Jarkko Lempiäinen of HypeHype on a fixed-cost many-light direct lighting path for a…
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· <shaders><advanced><brdf><class><hosted><lighting><materials><mobile> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <shaders><advanced><class><float><lighting><parameter><performance><github> - ARM Learning Paths - Mobile, Graphics, and Gaming
Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware.
75% match
· <general><tool><android><mobile><performance><workflows><opengl> - Physically based rendering from first principles
Physically based rendering from first principles is an interactive educational article by imad that builds PBR intuition from the physics of light through material models used in…
75% match
· <general><shaders><brdf><fresnel><microfacet><pbr><principles> - Half-Precision Floating-Point, Visualized
Interactive notebook that visualizes how IEEE half-float (fp16) represents numbers, including precision loss and range limits.
71% match
· <shaders><tool><half><hosted><limits><mobile><precision> - Self Shadow - Rendering
In-depth blog posts on physically based shading, microfacet models, energy conservation, and advanced BRDF topics.
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· <shaders><advanced><brdf><energy><microfacet><pbr><theory> - Improving Direct Lighting Material Occlusion - Part 1
Improving Direct Lighting Material Occlusion - Part 1 is a December 2025 blog post by Pablo Zurita on irradiance.ca.
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· <shaders><advanced><equations><fresnel><lighting><limits><pbr> - Real-time Image-based Lighting of Glints
Real-time Image-based Lighting of Glints.
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· <shaders><advanced><approximation><ibl><lighting><materials><microfacet> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
67% match
· <general><tool><authoring><dcc><hosted><pages><github> - LearnOpenGL
Comprehensive OpenGL tutorial series from context creation through lighting, PBR, shadows, geometry/tessellation shaders, and compute.
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· <shaders><hosted><lighting><pbr><principles><opengl> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <general><contributors><lighting><pages><workflows><github> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
65% match
· <advanced><authoring><lighting><materials><mobile><workflows> - Practically Utilizing Neural Networks in CPU-based Production Rendering
Practically Utilizing Neural Networks in CPU-based Production Rendering presents a Journal of Computer Graphics Techniques paper by Steve Bako, Ryusuke Villemin, and Magnus…
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· <advanced><brdf><compensation><energy><microfacet><workflows>