- 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
90% match
· <intermediate><brdf><cook><geometry><lighting><shading><torrance><vectors> - Foundations of Game Engine Development Vol. 1 - Mathematics
Eric Lengyel's engine-focused math volume covering vectors, transforms, Grassmann/geometric algebra, and game-engine-relevant derivations with exercises.
87% match
· <math><intermediate><book><lengyel><derivations><geometry><matrices><quaternions> - Real-Time Rendering - Resources Portal
Official companion site for the Real-Time Rendering book series.
83% match
· <general><collision><companion><detection><pipeline><trigonometry><web> - 3Blue1Brown (YouTube)
Animated math explainers on linear algebra, calculus, Fourier transforms, and other topics that underpin graphics and simulation.
81% match
· <math><calculus><curves><geometry><matrices><simulation><vectors> - Scratchapixel
Free computer graphics course starting from ray tracing and rasterization basics with C++ examples.
75% match
· <general><math><brdf><derivations><matrices><shading><transforms> - Foundations of Game Engine Development Vol. 2 - Rendering
Second volume on real-time rendering for engine developers - color science, projections, lighting, shadows, fog, visibility, and advanced topics like volumetrics and ambient…
72% match
· <general><book><lengyel><lighting><portals><shadowmaps><stencil><visibility> - 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…
69% match
· <math><lighting><listings><shading><surfaces><visibility> - Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
A Graphics Programming Conference talk by id Software engine programmers Philip and Dominic on the opaque geometry pipeline in DOOM: The Dark Ages on idTech 8.
They cover why…
62% match
· <geometry><lighting><pipeline><shading><visibility> - REAC 2025 Evolving Global Illumination in Overwatch 2
A REAC 2025 talk by Will Pierce, senior graphics programmer on Blizzard Team 4, about evolving diffuse global illumination in Overwatch 2.
62% match
· <gaps><lighting><stencil><visibility><volumes> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
62% match
· <geometry><pipeline><shading><transforms><visibility> - Ray Tracing Gems (Series)
Two-volume free online book series on real-time ray tracing techniques from industry experts.
58% match
· <general><book><errata><intersections><techniques><volumes> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
58% match
· <general><intermediate><shading><transforms><vectors><volumes> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
58% match
· <math><intermediate><curves><geometry><lighting><shading> - Freya Holmer - Acegikmo (YouTube)
Video tutorials visualizing math for graphics programming - vectors, splines, shader coding in Unity/HLSL, and geometric algebra.
56% match
· <math><geometry><matrices><trigonometry><vectors> - Interactive Computer Graphics (YouTube Lecture Series)
Full university course lectures on interactive/real-time rendering - OpenGL, GLSL, textures, shadows, geometry/tessellation/compute shaders, and GPU ray tracing.
56% match
· <general><companion><geometry><lighting><pipeline> - Specular BRDF Reference
Side-by-side reference of Cook-Torrance microfacet BRDF terms (NDF, Fresnel, geometry shadowing) using consistent notation and UE4 roughness.
56% match
· <math><brdf><cook><geometry><torrance> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
56% match
· <math><brdf><lighting><techniques><visibility> - SIGGRAPH 2025 Technical Papers Trailer
This ACMSIGGRAPH YouTube video is the official SIGGRAPH 2025 Technical Papers Trailer.
56% match
· <general><cloth><fluids><lighting><simulation> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
52% match
· <intermediate><lighting><physics><pipeline><techniques> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
52% match
· <intermediate><downloadable><geometry><lighting><pipeline>