This repository contains notes for meetings of the Graphics Programming Virtual Meetup.
Note, sometimes this documentation can become out-of-date. To check the latest information for our meetings, visit our discord server.
- Meetup page: https://www.meetup.com/Graphics-Programming-Virtual-Meetup
- Join our Discord: https://discord.gg/TsTDb4uYfR
- Follow use on Twitter: https://twitter.com/GraphicsMeetup
- Youtube Channel: https://www.youtube.com/channel/UCbX05PBAE-582PYaRXdjRnw
- Vulkanised 2023: Vulkan for All (Keynote)
- Writing a Physics Engine from scratch - collision detection optimization
- Ten Minute Physics Youtube Channel
- Metal Best practice guide for Triple Buffering
- Blur Busters Lagless VSYNC ON Algorithm For Emulators: True Beam Racing
- Slug text drawing library
- Atomontage, a voxel graphics engine
- Vectrex, a game console with a vector display
- Description of the Radiosity algorithm
- Solutions for texture repetition
- Texture Bombing
- WebGL impl of Histogram-preserving Blending for Randomized Texture Tiling
- Ghat in Benares by Yoshida Hiroshi, 1931
- How The Wind Waker Redefined Cel Shading
- Image Abstraction by Structure Adaptive Filtering
- Mars First Logistics tech breakdown of line rendering
- Point Cloud Rendering using Jump Flooding
- Terrain rendering exploration of Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion
- Terrain rendering exploration of Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion
- Convolution Pyramids
- Colorizing text editor for ImGui
- Demo for Colorizing text editor for ImGui
- How to render it. Ten ideas to solve Computer Graphics problems
- A quick guide on how not to hate rewriting all your shaders
- Frustum Culling - Learn OpenGL
- Frustum Culling Code in Lesley's Grass Renderer
- Frustum Culling - Gamedev.net
- Frustum Culling - Note on Computer Graphics
- View frustum culling optimization series - zeux
- Logarithmic Depth Buffer
- Data Oriented Design Resources
- Andrew Kelley - Practical DOD
- Graphics Programming weekly - Issue 275 - February 19th, 2023
- Impressions from Vulkanised 2023 Conference
- rust-gpu
- Parallax Occlusion Optimization - Advanced Materials - Episode 15
- Float Compression series - Aras Pranckevičius
- Fast Real-Time Shading for Polygonal Hair
- Writing a Physics Engine from scratch - collision detection optimization
- Iterated function system
- The Fractal Flame Algorithm
- GPU-Accelerated Rendering of Unbounded Nonlinear Iterated Function System Fixed Point
- Discrete Differential Geometry - CMU 15-458/858
- Terathon-Math-Library
- Siggraph2019 Geometric Algebra
- Geometric Algebra Library - ganja
- Projective Geometric Algebra Reference Sheet
- Discrete Differential Geometry - CMU 15-458/858
- Visual differential geometry and forms textbook
- Category Theory for Programmers: Blog/book
- Video lecture: Category Theory 2.1: Functions, epimorphisms
- PBR Diffuse Lighting for GGX+Smith Microsurfaces
- Tone Reproduction for Realistic Images
- LegitProfiler
- Alexander Sannikov's youtube
- Temporal Supersampling GDC 2016
- Dynamic Diffuse Global Illumination
- 3D Terrain Engine Test 2 - Camera Visibility and Frustum Culling
- LearnOpenGL Frustum Culling
- OpenGL Scene-Rendering Techniques
- A fast and precise triangle rasterizer
- jbDE - the jb Demo Engine
- Ben Eaters 8 bit logic gate computer
- Laptop Like It’s 1979 With A 16-Core Z80 On An FPGA
- Essential Math for Games Programmers textbook
- Quaternions for Computer Graphics
- Understanding Slerp Then Not Using It - Jonathan Blow
- WebGPU meeting minutes - decision to create WGSL
- OpenGL Longs Peak presentation deck
- Rockstar Programming Language
- Vigil programming language
- Stable Diffusion Tutorials
- Owen's pen plotter stuff
- Stable Diffusion 1.5 - Windows Installation Guide
- Researchers Prove AI Art Generators Can Simply Copy Existing Images
- LAION-5B: A NEW ERA OF OPEN LARGE-SCALE MULTI-MODAL DATASETS
- Hayao Miyazaki's take on ai art
- .kkriger dev blog
- Bayes Theorum wikipedia
- What is Jacobian? | The right way of thinking derivatives and integrals
- Common spherical coordinates
- RIOW uniform sphere sampling
- Desmos cosine hemisphere sampling
- Adobe Standard Material specification
- This week's graphics programming weekly
- Porting Detroit Become Human to Vulkan
- How to force the driver to compile your pipelines in OpenGL
- How Microsoft Uses C++ to Deliver Office
- What we planned to do: Understanding the math behind ReSTIR
- What we actually did: PBRT Book's Monte Carlo Integration
- Lesley's PI Estimator
- Advances in Spatial Hashing: A Pragmatic Approach to Robust, Real-time Light Transport
- How to rotate images and text in MS Paint
- Great Impractical Ideas in Computer Science: PowerPoint Programming
- Tom 7's youtube aka suckerpinch
- Temporal reprojection Shadertoy
- New Fast Binary Pyramid Motion Estimation for MPEG-2 and HDTVEnco ding
- A Survey of Temporal Antialiasing Techniques
- Temporal AA and the quest for the Holy Trail
- Path traced GI Shadertoy
- Robot Lab scene in Arauna2
- Understanding The Math Behind ReStir DI
- Monte Carlo Integral with Multiple Importance Sampling
- Sphere Projection
- Lissajous curve
- Why don't they teach this simple visual solution? (Lill's method)
- Hidden Line Removal
- flow-lines visualizer
- tinyexr source code
- Apparent Ridges for Line Drawings
- Math for Game Programmers: Understanding Homogeneous Coordinates
- Radiance Caching for Real-Time Global Illumination
- Graphics Programming weekly - Issue 269 - January 8th, 2023
- A Trip Down The Graphics Pipeline: The Homogeneous Perspective Transform
- Radiance Caching for Efficient Global Illumination Computation
- Survey of Efficient Representations for Independent Unit Vectors
- Oct encoding
- Practical Tips for Optimizing Ray Tracing
- Let’s talk about (GPU) crashes
- SPVM - Tiny C++ SPIR-V virtual machine
- [pptx] Deep Dive into FidelityFX Super Resolution 2
- RedGPU - Javascript WebGPU Library
- Updates in d3dx12.h: Nuget Packaging, Header Bloat Reduction, and D3DX12GetCopyableFootprints
- IrradianceCaching.cpp in Unreal Engine
- [video]Fault Formation // Terrain Rendering episode 2
- ID3D12Device::GetCopyableFootprints method (d3d12.h)
- Simple Particle-Based Hydraulic Erosion
- World Machine: The Premier 3D Terrain Generator
- Nick's blog - A nice blog with a lot of good contents about procedural generation and simulation
- Building Worlds in No Man's Sky Using Math(s)
- Continuous World Generation in 'No Man's Sky'
- OpenSimplex Noise
- OpenSimplex2
- FastNoiseLite
- FastNoise2
Jaker (our presenter): https://github.com/JuanDiegoMontoya
- Tuxedo Labs Teardown Technical Teardown - Twitch vod 26/11
- Radiance Caching for Real-Time Global Illumination
- DFAO-unity
- Experimenting with fp16 in shaders
- Improving color quantization heuristics
- Owen's Rust image manipulation project that uses k-means cluster
- One letter variable names
- Einstein notation
- Column Major and Row Major Vectors and Matrices (for games)
- Hexagonal Tiling Explained!
- Perfect Pistons in Shadertoy
- The Nebraska Problem
- Unity Mobile Game Performance Optimization: Balance between Graphics Performance and GPU Pressure