keywords: Graphics, Shading, Shader, Rendering, Tools and Frameworks, Tutorials and Documents

Blogs

Mitsuba is a research-oriented rendering system in the style of PBRT, from which it derives much inspiration.
http://www.mitsuba-renderer.org/

Tuxedolabs Blog
http://blog.tuxedolabs.com/

Self Shadow
https://blog.selfshadow.com/

Wojciech Jarosz
https://cs.dartmouth.edu/~wjarosz/
https://github.com/wkjarosz/rendering-bib

http://taichi.graphics/
https://github.com/yuanming-hu/taichi

Matt Pharr
https://pharr.org/matt/

Institute of Computer Graphics and Algorithms, Vienna University of Technology, Austria.
https://users.cg.tuwien.ac.at

Realistic Graphics Lab(Switzerland)
https://rgl.epfl.ch/publications

Real-time Graphics R&D
http://www.iryoku.com/

Graphics Programmer at Rockstar North
http://www.aortiz.me/

Inigo Quilez
http://iquilezles.org/index.html

Nick Darnell’s Blog, Tools, UI & Game Programmer, occasional blogger.
https://www.nickdarnell.com/

rastergrid
http://rastergrid.com/

INTERPLAY OF LIGHT
https://interplayoflight.wordpress.com

Paweł Dziepak
https://pdziepak.github.io/

Scratchapixel 2.0
https://www.scratchapixel.com

GurBu Technologies was co-founded by two experienced software developers.
https://gurbu.com/

Alex Tardif
http://alextardif.com/
https://twitter.com/longbool

Adam Marrs
http://visualextract.com/
https://twitter.com/acmarrs

Computer graphics projects by Morgan McGuire and friends.
https://casual-effects.com/
https://twitter.com/CasualEffects

Krzysztof Narkowicz
https://knarkowicz.wordpress.com/
https://twitter.com/knarkowicz

Balázs Török
http://morad.in/
https://twitter.com/m0radin

The Graphics codex
https://graphicscodex.com/

Wicked Engine Net
https://wickedengine.net/
https://twitter.com/turanszkij

Erik S. V. Jansson
https://eriksvjansson.net/
https://twitter.com/caffeineviking

Alan Zucconi
https://www.alanzucconi.com/

I3D is the leading conference for real time 3D computer graphics and human interaction.
http://i3dsymposium.github.io/2019/index.html

Arseny Kapoulkine
https://zeux.io/

Brian Karis (Technical Director - Graphics at Epic Games.)
http://graphicrants.blogspot.com/

Daniel Wright (Graphics Programming | Daniel Wright)
http://www.epicshaders.com/

Glossary of computer graphics

Glossary of computer graphics
https://en.wikipedia.org/wiki/Glossary_of_computer_graphics

Tutorials

Comprehensive Tutorials

flipcode
https://www.flipcode.com/archives/articles.shtml

Game Engine Tutorials

Code-It-Yourself! 3D Graphics Engine Part #1 - Triangles & Projection
https://www.youtube.com/watch?v=ih20l3pJoeU
The official distribution of olcConsoleGameEngine, a tool used in javidx9’s YouTube videos and projects
https://github.com/OneLoneCoder/videos

Shader Development Tutorials

The complete shader development course(Unity)
https://shaderdev.com/

Making it easier to work with shaders
https://github.com/shader-slang/slang

OpenGL Learning Tutorials

Learn OpenGL
https://learnopengl.com/

Deferred Shading
https://learnopengl.com/Advanced-Lighting/Deferred-Shading

3D Game Shaders For Beginners
https://github.com/lettier/3d-game-shaders-for-beginners

How to Start Learning Computer Graphics Programming
https://erkaman.github.io/posts/beginner_computer_graphics.html

opengl-tutorial
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/

Vulkan Tutorials

Vulkan Cookbook
https://github.com/PacktPublishing/Vulkan-Cookbook

API without Secrets: Introduction to Vulkan
https://github.com/GameTechDev/IntroductionToVulkan

Vulkan Best Practice for Mobile Developers
https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers

WebGL Tutorials

WebGL lessons that start with the basics
https://github.com/gfxfundamentals/webgl-fundamentals

WebGPU Tutorials

Curated list of awesome things around WebGPU ecosystem.
https://github.com/mikbry/awesome-webgpu

Documents

Intel Resources for Game Developers
https://software.intel.com/gamedev

Documents - Vulkan

Awesome Vulkan ecosystem
https://github.com/vinjn/awesome-vulkan
http://www.vinjn.com/awesome-vulkan/

Documents - Rendering

Forward Rendering vs. Deferred Rendering
https://gamedevelopment.tutsplus.com/articles/forward-rendering-vs-deferred-rendering--gamedev-12342

The Computer Graphics Group of Charles University
https://cgg.mff.cuni.cz/

Advances in Real-Time Rendering in 3D Graphics and Games
http://advances.realtimerendering.com/

Practical Clustered Shading
http://www.humus.name/Articles/PracticalClusteredShading.pdf

A Primer On Efficient Rendering Algorithms & Clustered Shading.
http://www.aortiz.me/2018/12/21/CG.html

Clustered Forward vs Deferred Shading 7
http://www.yosoygames.com.ar/wp/2016/11/clustered-forward-vs-deferred-shading/

Papers

papers
https://drive.google.com/drive/folders/16A6Yj2esRTk0FP-ALr6XfxkGQvTb_1dD

Papers - Rendering

Clustered Deferred and Forward Shading
http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf Clustered Deferred and Forward Shading
http://advancedgraphics.marries.nl/presentationslides/09_clustered_deferred_and_forward_shading.pdf

Adaptively Sampled Distance Fields - Stanford Graphics
https://graphics.stanford.edu/courses/cs468-03-fall/Papers/frisken00adaptively.pdf

Papers - Machine Learning in Physical Animation

Try W&B to track machine learning experiments and visualize results
https://www.wandb.com/papers
AI Learns To Compute Game Physics In Microseconds
https://www.youtube.com/watch?v=atcKO15YVD8

Papers - Physics

Playing Pool with |ψi: from Bouncing Billiards to Quantum Search
https://arxiv.org/pdf/1912.02207.pdf

A Hybrid Material Point Method for Frictional Contact with Diverse Materials
https://www.math.ucla.edu/~qiguo/Hybrid_MPM.pdf

Game Engine

HTML5 Gameplay Framework

Phaser - HTML5 Game Framework
https://github.com/photonstorm/phaser

Phaser CE (Community Edition)
https://github.com/photonstorm/phaser-ce

GDevelop is an open-source, cross-platform game engine designed to be used by everyone.
https://github.com/4ian/GDevelop

Ultralight— lightweight, pure-GPU, HTML UI engine for desktop apps and games.
https://github.com/ultralight-ux/Ultralight

LLVM-to-Web (WASM)

Esenthel Engine can run directly in a browser, no plugin required.
Following browsers are supported: Chrome, FireFox, Edge, Opera.
https://github.com/Esenthel/EsenthelEngine/

Provided as platform as a service Xe-Engine™ is a desktop grade game engine enabling the development of high quality gaming experiences from within the browser.
http://xe-development.com/

3D Game Engine

GZDoom adds an OpenGL renderer to the ZDoom source port.
https://github.com/coelckers/gzdoom

GDevelop is an open-source, cross-platform game engine designed to be used by everyone.
https://github.com/4ian/GDevelop

The Derydoca Engine is a game engine and personal project of mine I am making available to anyone interested in it.
https://github.com/Derydoca/derydocaengine

Spartan Engine, Game engine with an emphasis on architectual quality, targeting high end machines.
https://github.com/PanosK92/SpartanEngine

Nazara Engine is a fast, complete, cross-platform, object-oriented API which can help you in your daily developper life.
https://github.com/DigitalPulseSoftware/NazaraEngine

Lightweight, multi-platform, data-oriented game engine.
https://github.com/polymonster/pmtech

Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
https://github.com/Illation/ETEngine

OGSR Project - Evolution of X-Ray Engine for STALKER: Shadow of Chernobyl
https://github.com/OGSR/OGSR-Engine

2D Game Engine

A multi-platform 2D game engine
https://github.com/nCine/nCine

2D physics engine for games
https://github.com/google/liquidfun

Repository for the Defold engine, editor and command line tools.
https://github.com/defold/defold

Game Source Porting

The Eternity Engine.
https://github.com/team-eternity/eternity

Tools and Frameworks

T&F - Hardware Real-Time Rendering

High performance physically based renderer in C++11
https://github.com/tunabrain/tungsten

Intel Resources for Game Developers
https://github.com/GameTechDev

DirectX 11 Renderer written in C++11
https://github.com/vilbeyli/VQEngine

mbree: High Performance Ray Tracing Kernels
https://github.com/embree/embree

A simple realtime graphics playground for experimentations.
https://github.com/kosua20/Rendu

A Non-Euclidean Rendering Engine for 3D scenes.
https://github.com/HackerPoet/NonEuclidean

Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine
https://github.com/GameTechDev/DynamicCheckerboardRendering

The Forge Cross-Platform Rendering Framework PC, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4
https://github.com/ConfettiFX/The-Forge

Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal
https://github.com/LukasBanana/LLGL

A Simple Spectral Renderer
https://github.com/imallett/simple-spectral

A Vulkan-based translation layer for Direct3D 10/11 which allows running 3D applications on Linux using Wine.
https://github.com/Joshua-Ashton/d9vk

Lighthouse 2 framework for real-time ray tracing
https://github.com/jbikker/lighthouse2

A modern cross-platform low-level graphics library and rendering framework.
https://github.com/DiligentGraphics/DiligentEngine

The Forge Cross-Platform Rendering Framework PC, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4
https://github.com/ConfettiFX/The-Forge

A Vulkan-based translation layer for Direct3D 10/11 which allows running 3D applications on Linux using Wine.
https://github.com/doitsujin/dxvk

A physically based renderer which implements many state of the art techniques in light transport simulation, material modeling, sampling and reconstruction.
https://github.com/behindthepixels/EDXRay

Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS and WASM/WebGL
https://github.com/google/filament

Cross-platform, graphics API agnostic, “Bring Your Own Engine/Framework” style rendering library.
https://github.com/bkaradzic/bgfx

Mitsuba 2: A Retargetable Forward and Inverse Renderer
https://github.com/mitsuba-renderer/mitsuba2

Flux is a real-time PBR asset renderer, written with Vulkan.
https://github.com/DrNoodles/Flux

Lightweight and modular C++11/C++14 graphics middleware for games and data visualization.
https://github.com/mosra/magnum

T&F - Software Real-Time Rendering

SwiftShader is a high-performance CPU-based implementation of the OpenGL ES and Direct3D 9 graphics APIs. Its goal is to provide hardware independence for advanced 3D graphics.
https://github.com/google/swiftshader

A highly optimized CPU software rasterizer, which implements most of the common D3D pipeline stages.
https://github.com/behindthepixels/EDXRaster

T&F - Offline Rendering

Global Illumination - Enlighten
https://www.siliconstudio.co.jp/middleware/enlighten/en/

Bella is a next-generation physically-based render engine. Designed from a clean sheet, it aims to allow creation of the most beautiful rendered images yet seen.
https://bellarender.com

Fluid simulation engine for computer graphics applications
https://github.com/doyubkim/fluid-engine-dev

A research-oriented renderer
https://github.com/lightmetrica/lightmetrica-v3

LuxCoreRender is a physically correct, unbiased rendering engine. It is built on physically based equations that model the transportation of light.
https://github.com/LuxCoreRender/LuxCore

T&F - Ray Tracing Render

Intel(R) Open Image Denoise library: High-Performance Denoising Library for Ray Tracing
https://github.com/OpenImageDenoise/oidn

NanoRT, single header only modern ray tracing kernel.
https://github.com/lighttransport/nanort

T&F - Path Tracing Render

A GLSL Path Tracer
https://github.com/knightcrawler25/GLSL-PathTracer

MagicaVoxel. A free lightweight 8-bit voxel art editor and GPU based interactive path tracing renderer.
https://ephtracy.github.io/
Shaders for MagicaVoxel to simplify common and repetitive tasks.
https://github.com/lachlanmcdonald/magicavoxel-shaders
Generates isometric pixel art from MagicaVoxel .vox files
https://github.com/tommyettinger/IsoVoxel

C-Ray is a small, simple path tracer written in C.
https://github.com/VKoskiv/c-ray

T&F - Direct3D

A library containing utilities for mapping higher-level graphics work to D3D12
https://github.com/microsoft/D3D12TranslationLayer

T&F - OpenGL

OpenGL Image (GLI)
https://github.com/g-truc/gli

Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
https://github.com/Dav1dde/glad

T&F - Vulkan

a vulkan post processing layer
https://github.com/DadSchoorse/vkBasalt

A modern and easy-to-use library for the Vulkan API
https://github.com/liblava/liblava

T&F - DirectMedia Layer

SDL is Simple DirectMedia Layer.It is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D.It can be used to make animations and video games.
https://github.com/SDL-mirror/SDL

T&F - SPIR-V

The SPIR-V Tools project provides an API and commands for processing SPIR-V modules.
https://github.com/KhronosGroup/SPIRV-Tools

T&F - Shader Compiler

A collection of tools, libraries, and tests for Vulkan shader compilation.
https://github.com/google/shaderc

This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
https://github.com/microsoft/DirectXShaderCompiler

T&F - HTML5 & WebGL

Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
https://github.com/BabylonJS/Babylon.js
Explore and Troubleshoot your WebGL scenes (All engines and Vanilla script support) with ease.
https://github.com/BabylonJS/Spector.js

A library to capture canvas-based animations at a fixed framerate
https://github.com/spite/ccapture.js

Looperepool, a tool to create looperinos
https://github.com/spite/looper

Google Chrome DevTools extension to live edit WebGL GLSL shaders
https://github.com/spite/ShaderEditorExtension

An image effects library for JavaScript using WebGL
https://github.com/evanw/glfx.js

基于HTML5原生WebGL实现的轻量级Google Earth三维地图引擎
https://github.com/iSpring/WebGlobe

Real-time path tracing with three.js
https://github.com/hoverinc/ray-tracing-renderer

Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework.
https://github.com/erichlof/THREE.js-PathTracing-Renderer

Minimal WebGL Library
https://github.com/oframe/ogl

T&F - WebGPU

Where the GPU for the Web work happens!
https://github.com/gpuweb/gpuweb

WebGPU Samples
https://github.com/austinEng/webgpu-samples

T&F - Animation

Animation Compression Library
https://github.com/nfrechette/acl

Animation engine for explanatory math videos
https://github.com/3b1b/manim

A single-file, immediate-mode sequencer widget for C++17, Dear ImGui and EnTT
https://github.com/alanjfs/sequentity

T&F - Physics

FLIP Fluids is a powerful liquid simulation plugin that gives you the ability to create high quality fluid effects all within Blender, the free and open source 3D creation suite.
https://github.com/rlguy/Blender-FLIP-Fluids

Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
https://github.com/bulletphysics/bullet3

Open source C++ physics engine library in 3D
https://github.com/DanielChappuis/reactphysics3d

T&F - Physics - Flow

MantaPatch: Data-driven Synthesis of Smoke Flows with Cnn-based Feature Descriptors, Mengyu Chu and Nils Thuerey
https://github.com/RachelCmy/mantaPatch

A quick implementation of MLFLIP
https://github.com/kiwonum/mlflip

Real-time fluid simulation engine running on GPU with Vulkan
https://github.com/mmaldacker/Vortex2D

T&F - Textures & Maps

Fast ISPC Texture Compressor
https://github.com/GameTechDev/ISPCTextureCompressor

FastNoise is an open source noise generation library with a large collection of different noise algorithms.
https://github.com/Auburns/FastNoise

A D3D11 application for experimenting with Spherical Gaussian lightmaps
https://github.com/TheRealMJP/BakingLab

A Fast Texture Compressor for a variety of formats.
https://github.com/GammaUNC/FasTC

DirectXTex texture processing library
https://github.com/microsoft/DirectXTex

Create, manipulate, and optimize GIF images and animations
https://github.com/kohler/gifsicle

A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps.
https://github.com/ands/seamoptimizer

A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!
https://github.com/ands/lightmapper

T&F - Mesh & Geomtry

The Polygon Mesh Processing Library
https://github.com/pmp-library/pmp-library

Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
https://github.com/google/draco

A fantasy map generator based on Martin O’Leary’s “Generating fantasy map” notes
https://github.com/rlguy/FantasyMapGenerator

hmm. Heightmap meshing utility.
https://github.com/fogleman/hmm

Simple C++ geometry processing library.
https://github.com/libigl/libigl

An Open-Source subdivision surface library.
https://github.com/PixarAnimationStudios/OpenSubdiv

T&F - Volume Computation

Intel(R) Open Volume Kernel Library
https://github.com/openvkl/openvkl

T&F - Optimization

PresentMon
https://github.com/GameTechDev/PresentMon

MetricsGui
https://github.com/GameTechDev/MetricsGui

The Disney BRDF Explorer is an application that allows the development and analysis of bidirectional reflectance distribution functions (BRDFs)
https://github.com/wdas/brdf

PerfTest, GPU texture/buffer performance tester
https://github.com/sebbbi/perftest

The Radeon GPU Analyzer (RGA) is an offline compiler and code analysis tool for Vulkan, DirectX, OpenGL, and OpenCL.
https://github.com/GPUOpen-Tools/RGA

Tool for collection and processing of ETW events related to DXGI presentation.
https://github.com/GameTechDev/PresentMon

Enoki: structured vectorization and differentiation on modern processor architectures.
https://github.com/mitsuba-renderer/enoki

C++ frame profiler
https://github.com/wolfpld/tracy

T&F - Debugging

C++ library for debugging HLSL & GLSL shaders https://github.com/dfranx/ShaderDebugger

Tools for tracing OpenGL, Direct3D, and other graphics APIs.
https://github.com/apitrace/apitrace

Modern C++ swizzling header-only library
https://github.com/gwiazdorrr/CxxSwizzle

T&F - Editor & GUI

An immediate mode 3D gimzo (translation, rotation, scale for scene editing) in ~1200 LoC
https://github.com/ddiakopoulos/tinygizmo

Dear ImGui: Bloat-free Immediate Mode Graphical User interface for C++ with minimal dependencies
https://github.com/ocornut/imgui

Node Editor using ImGui
https://github.com/thedmd/imgui-node-editor

A small, dependency-free node editor for dear imgui
https://github.com/Nelarius/imnodes

ImGui Example CMake Project
https://github.com/aid95/MinimalImGui

Dear ImGui over WebSockets
https://github.com/ggerganov/imgui-ws

Minimalistic GUI library for OpenGL
https://github.com/wjakob/nanogui

Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
https://github.com/memononen/nanovg

A simple and easy-to-use immediate-mode-gui library
https://github.com/raysan5/raygui

Graphics library to create embedded GUI with easy-to-use graphical elements, beautiful visual effects and low memory footprint. It offers anti-aliasing, opacity, and animations using only one frame buffer.
https://github.com/littlevgl/lvgl

A single-header ANSI C gui library
https://github.com/vurtun/nuklear

Cross-Platform GUI Library
https://github.com/wxWidgets/wxWidgets

Advanced 2D Plotting for Dear ImGui.
https://github.com/epezent/implot

T&F - Input

Cross-platform C++ input library supporting gamepads, keyboard, mouse, touch
https://github.com/jkuhlmann/gainput

T&F - Assets

glTF – Runtime 3D Asset Delivery
https://github.com/KhronosGroup/glTF

Header only C++11 tiny glTF 2.0 library
https://github.com/syoyo/tinygltf

Single-file glTF 2.0 parser written in C99
https://github.com/jkuhlmann/cgltf

Tiny but powerful single file wavefront obj loader
https://github.com/syoyo/tinyobjloader

T&F - Computer Vision

opencv4nodejs allows you to use the native OpenCV library in nodejs.
https://github.com/justadudewhohacks/opencv4nodejs

FaceMeshFaceGeometry for FaceMesh
https://github.com/spite/FaceMeshFaceGeometry

T&F - Painting

Semantic Image Synthesis with SPADE (GauGAN)
https://github.com/NVlabs/SPADE

T&F - Video

Anime4K is a state-of-the-art*, open-source, high-quality real-time anime upscaling algorithm that can be implemented in any programming language, anywhere.
https://github.com/bloc97/Anime4K

T&F - Library with GUI

A simple and easy-to-use library to enjoy videogames programming
https://github.com/raysan5/raylib

Possumwood is a graph-based procedural authoring tool, in concept not dissimilar to popular CG packages like Houdini, Blender or Maya. It is intended to serve as a sandbox for computer graphics algorithms and libraries, providing a user-friendly and coding-free UI for libraries that would otherwise be inaccessible for an average user.
https://github.com/martin-pr/possumwood

A small, portable and extensible C++ 3D coding framework
https://github.com/floooh/oryol

T&F - Memory

Easy to integrate Vulkan memory allocation library
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/

Easy to integrate memory allocation library for Direct3D 12
https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator

T&F - Noise Algorithms

Fast C++ Noise Library
https://github.com/Auburns/FastNoise

T&F - GLFW

Demo showing how to use the-forge with a with your own windowing, input and application loop.
https://github.com/rextimmy/the-forge-glfw

Demo & Examples

Examples - Comprehensive Repository

UPenn CIS 565 Fall 2019 - GPU Programming
https://github.com/CIS565-Fall-2019

GPUOpen Effects
https://github.com/GPUOpen-Effects

Examples - Software Rendering

3D Software Render Engine in 700 Lines !!
https://github.com/skywind3000/mini3d

A brief computer graphics / rendering course
https://github.com/ssloy/tinyrenderer
Tiny renderer or how OpenGL works: software rendering in 500 lines of code
https://github.com/ssloy/tinyrenderer/wiki

Examples - Direct3D

Experimental demoscene project. C99 and Direct3D 12. Fully standalone, zero dependencies (no Visual Studio, no Windows SDK, no CRT, no #include usage). C and HLSL compilers included.
https://github.com/michal-z/eneida

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.
https://github.com/microsoft/DirectX-Graphics-Samples

Examples - WebGL

WebGL-GPU-Particles. 1 million+ particles being moved around on the GPU via WebGL.
https://github.com/soulwire/WebGL-GPU-Particles

Simulating depth of field with particles on a shader
https://github.com/Domenicobrz/Blurry

Play with fluids in your browser (works even on mobile)
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation

Fluid Particles
https://github.com/dli/fluid

Examples - Vulkan

Examples and demos for the new Vulkan API
https://github.com/SaschaWillems/Vulkan

Yet Another Vulkan Engine
https://github.com/gan74/Yave

One stop solution for all Vulkan samples
https://github.com/KhronosGroup/Vulkan-Samples

Vulkan Samples Tutorials
https://github.com/BobLChen/VulkanDemos

Minimal Example of Using Vulkan for Compute Operations. Only ~400LOC.
https://github.com/Erkaman/vulkan_minimal_compute

Real-Time Hybrid Hair Rendering using Vulkan
https://github.com/CaffeineViking/vkhr

A Scene Viewer Rendered By Vulkan
https://github.com/enjiushi/VulkanLearn

Stardust
https://github.com/GameTechDev/stardust_vulkan

Chewman is a 3D pacman-style game written in C++ using Vulkan SDK and SDL
https://github.com/RMDarth/Chewman-Vulkan

Vulkan app demonstrating glTF 2.0 Morph Targets (Blend shapes)
https://github.com/sjfricke/Vulkan-glTF-Morph-Target

Examples - Ray Tracing

Simple raytracer using DirectX Raytracing (DXR).
https://github.com/michal-z/SimpleRaytracer

Examples - Path Tracing

This project is to create a CUDA accelerated Deep learning approach to denoise renders from a path tracer
https://github.com/Black-Phoenix/Ai-Path-Tracer-Denoiser

Examples - PBR

Image Based Lighting using DirectX 12.
https://github.com/michal-z/ImageBasedPBR

Examples - Lighting

Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo
https://github.com/DQLin/LGHDemo

Examples - Shadow

Adaptive Screen Space Ambient Occlusion
https://github.com/GameTechDev/ASSAO

Examples - Physics

A PIC/FLIP fluid simulation based on the methods found in Robert Bridson’s “Fluid Simulation for Computer Graphics”
https://github.com/rlguy/GridFluidSim3D

Simple, single-file fluid solvers for learning purposes
https://github.com/tunabrain/incremental-fluids

Examples - Universe

Real-time 3D visualization of space.
https://github.com/CelestiaProject/Celestia

Examples - Camera

Bokeh Depth Of Field: A Physical Camera Effect created due to Focal Length, Aperture size, shape
https://github.com/Erfan-Ahmadi/BokehDepthOfField

Examples - Procedural Scene

An OpenGL 4 and C++ program which renders a procedural scene.
https://github.com/fede-vaccaro/TerrainEngine-OpenGL

Open source “Minecraft-like” game with multiplayer support.
https://github.com/Hopson97/open-builder
Lets Code A Voxel Game in C++ and OpenGL - World Generation I
https://www.youtube.com/watch?v=HPao-rNrH5Q

Examples - Gameplay Dev

Battle City (NES) — 2-player (over TCP/IP) remake in C. Co-op version of the classic NES game, written in C using SDL.
https://github.com/taravkov/tank

Example - Fur & Hair

DirectX 12 and Vulkan libraries that provide convenient access to realistically rendered and simulated hair and fur.
https://github.com/GPUOpen-Effects

Examples - OpenCV

OpenCV integration with UE 4.19. In progress
https://github.com/Batname/UE4OpenCV
https://forums.unrealengine.com/community/work-in-progress/1467754-plugin-opencv-plugin-for-ue-4-19

Examples - Abient Occlusion

Compute AO per vertex using Embree.
https://github.com/nezix/AOEmbree

Books

PAY $8 OR MORE
https://www.humblebundle.com/books/programming-packt-books

Books - Game Engine

Foundations of Game Engine Development
https://foundationsofgameenginedev.com/

Metal by Tutorials
https://store.raywenderlich.com/products/metal-by-tutorials

Books - Rendering

pbrt, Version 3
https://github.com/mmp/pbrt-v3

A simple parser for the PBRT file format
https://github.com/ingowald/pbrt-parser

GPU Zen 2: Advanced Rendering Techniques
https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques/dp/179758314X
Example programs and source code for GPU Zen 2
https://github.com/wolfgangfengel/GPUZen2

Foundations of Game Engine Development, Volume 2: Rendering (July 26, 2019)
https://www.amazon.com/Foundations-Game-Engine-Development-Rendering/dp/0985811757

Structuring 3D Geometry based on Symmetry and Instancing Information
https://tel.archives-ouvertes.fr/tel-00379200/file/Martinet_07_PhD.pdf

Books - Shadow

Real-Time Shadows
https://www.amazon.com/Real-Time-Shadows-Elmar-Eisemann/dp/1568814380

Books - WebAssembly

Hands-On Game Development with WebAssembly
https://www.packtpub.com/game-development/hands-game-development-webassembly

Books - Image Processing

Digital Image Processing (4Th Edition)
https://www.amazon.com/Digital-Image-Processing-Rafael-Gonzalez/dp/9353062985

Books - Computer Vision

Computer Vision: A Modern Approach (2nd Edition)
https://www.amazon.com/Computer-Vision-Modern-Approach-2nd/dp/013608592X

Learning OpenCV 3: Computer Vision in C++ with the OpenCV Library (1st Edition)
https://www.amazon.com/Learning-OpenCV-Computer-Vision-Library/dp/1491937998

HLSL Editor

Visual Studio Plugin

A Visual Studio extension that provides enhanced support for editing High Level Shading Language (HLSL) files.
https://github.com/tgjones/HlslTools

Shader Designer
https://docs.microsoft.com/en-us/visualstudio/designers/shader-designer


如果有一天我离开你了,别多想,只是因为我觉得你身边不缺我一个人。