- Physically Based Rendering (pbrt)
Academy Award-winning textbook and literate-rendered path tracer implementation.
100% match
· <general><shaders><book><acceleration><carlo><integrators><monte><pathtracing> - Scratchapixel
Free computer graphics course starting from ray tracing and rasterization basics with C++ examples.
92% match
· <general><beginner><acceleration><carlo><monte><notes><pathtracing><reference> - Neural Importance Sampling of Many Lights
Neural Importance Sampling of Many Lights presents a SIGGRAPH 2025 Conference Papers method by Pedro Figueiredo, Qihao He, Steve Bako, and Nima Khademi Kalantari for learning…
88% match
· <carlo><features><hierarchy><importance><lights><monte><sampling> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
88% match
· <carlo><lighting><lights><monte><optional><sampling><without> - 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…
81% match
· <shaders><building><diffuse><lighting><notes><sampling><theory> - Jackknife Transmittance and MIS Weight Estimation
Jackknife Transmittance and MIS Weight Estimation is a SIGGRAPH Asia 2025 paper by Christoph Peters, published in ACM Transactions on Graphics and summarized on the Moments in…
81% match
· <shaders><carlo><importance><integrators><monte><notes><sampling> - 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.
77% match
· <general><features><images><notes><textures><without><github> - 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…
75% match
· <general><shaders><notes><reference><sampling><textures><volumes> - 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…
75% match
· <general><shaders><diffuse><features><notes><sampling><theory> - Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
Physically Based Rendering: Putting Pieces Together is a Game Industry Conference 2024 talk by Pawel Stolecki of CD Projekt Red that maps how PBR lighting topics interlock for…
75% match
· <general><shaders><images><indirect><lighting><theory><without> - 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.
71% match
· <general><beginner><carlo><lighting><monte><textures><university> - ReGIR - An advanced implementation for many-lights offline rendering
ReGIR - An advanced implementation for many-lights offline rendering is a long technical post by Tom Clabault on Reservoir-based Grid Importance Resampling for next-event…
71% match
· <images><importance><lights><sampling><without><github> - 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
69% match
· <shaders><brute><force><lighting><reference><textures> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
69% match
· <shaders><diffuse><implements><lighting><reference><sampling> - 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
69% match
· <shaders><diffuse><lighting><lights><notes><sampling> - Runtime Mipmap Generation
Runtime Mipmap Generation is a February 2026 blog post by Ignacio Castano on generating mipmaps at runtime in spark.js instead of shipping precomputed chains with compressed…
69% match
· <shaders><building><notes><textures><three><without> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
69% match
· <shaders><diffuse><indirect><lighting><optional><without> - 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…
69% match
· <shaders><diffuse><lighting><notes><textures><without> - Reflective materials in Block Game
Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game…
69% match
· <shaders><building><metal><notes><sampling><without> - Terrain Texture Node Parameters - Terrain Shaders - Episode 13
Terrain Texture Node Parameters - Terrain Shaders - Episode 13 is a Ben Cloward YouTube tutorial continuing a Unity terrain shader series on wiring terrain layer controls into a…
69% match
· <shaders><diffuse><notes><optional><three><without>