Super-Awesome-Somewhat-Random-Papers-Collection



General Stuffs:
Next-gen Mobile Rendering [interesting Unreal pp-pipe tricks]
Space-filling curves for spatial data structures
Historically Significant Papers for Computer Graphics
A Phenomenological Scattering Model for Order-Independent Transparency
software renderer in 500 lines of code
Computational Photography
Deferred and Forward Rendering Approaces Overview
How Kalman Filters Work
Tightening the Precision of Perspective Rendering
Realistic Real-Time Rendering of Eyes and Teeth
High-Quality Capture of Eyes
Peering Through a Glass, Darkly at the Future of Real-Time Transparency
The Path to Path-Traced Movies

VR:
Interaction Design in VR: Valve's Lessons
Mike Alger [youtube-channel]
Learning from Other Disciplines, Industries, and Art Forms


Procedural Stuffs:
Fast Intersection-free Offset Surface Generation [simplified dual-contouring]
Guided Ecological Simulation for Artistic Editing of Plant Distributions in Natural Scenes
A glsl library for building signed distance functions
Spherical Fibonacci Mapping
Fast Ray Tracing of Arbitrary Implicit Surfaces with Interval and Affine Arithmetic
Pseudo Lens Flare [!]
Fitting Procedural Yarn Models for Realistic Cloth Rendering


Water:
Animating Sand, Mud, and Snow [column model]


Physics:



Image Processing:
Low-resolution effects with depth-aware upsampling
Some details on Crytek's DoF [forum thread]
Preparing for Real HDR


Color:
The Importance of Terminology and sRGB Uncertainty

Geometry:
Calculation of Reference Frames along a Space Curve


Animation|Skinning|Deformation:
Quaternion Double-cover and the Rest Pose Neighborhood - 2006 [youtube]


Tessellation:
Real-time Rendering Techniques with Hardware Tessellation

Volumetric Lighting
Physically-based & Unified Volumetric Rendering in Frostbite [ShaderToy]


Indirect Illumination:
A Comparative Study of Screen-Space Ambient Occlusion Methods


Basis Functions:

Shadows:


Lighting|Radiometry|BRDFs:
An Intuitive Introduction to Global Illumination and Path Tracing
Global Illumination in a Nutshell
The Secret Life of Photons - Simulating 2D Light Transport
Implementing a Physically Based Camera
Multiple-Scattering Microfacet BSDFs with the Smith Model
Lighting Mirror's Edge: Catalyst [youtube]
Additional Progress Towards the Unification of Microfacet and Microflake Theories

Glitter stuffs:
Real-time Rendering of Procedural Multiscale Materials

Offline stuffs:

Anti-Aliasing:
Optimized Reversible Tonemapper for Resolve

GPU-Programming and Architecture:
Tools and Techniques for Debugging and Optimization
Approaching Zero Driver Overhead
Optimizations and New DirectX Features in Just Cause 3
D3D11 Texture Update Costs

Math:
Phase Plots of Complex Functions: A Journey in Illustration
Polynomials and the Fast Fourier Transform [elegant FFT]
Interpolating Splines: Which is the fairest of them all?
Adaptive Subdivision of Bezier Curves
Approximation of cubic Bezier Curves by circular Arcs and vice versa
Articulating Space: Geometric Algebra for Parametric Design
Bayesian and Quasi Monte Carlo Spherical Integration for Illumination Integrals [Spherical Fibonacci point sets (slide 49)]
Generating random variables
Frames, Quadratures and Global Illumination: New Math for Games [spherical needlets]


Blogs:
Placeholder Art [PBR stuff (camera/tonemapping, lens flares, IBL)]
Rich Geldreich's Tech Blog [compression stuff]
Krzysztof Narkowicz's blog [pbr stuff]
Brian Karis's blog [pbr stuff]
optimiserly - I like to optimise things


Publications:


University Publications:


Other Stuffs:
Sci-Hub - public access to tens of millions of research papers



Resources:
3D Graphics-oriented Spherical Harmonics Library
Introducing HLSL Tools for Visual Studio
Markdeep
Bob Ross’ The Joy of Painting
Gratin - A programmable node-based system for GPU-friendly applications.
GPU Open
GPUView
Detecting Video-Memory Overcommitment using GPUView

[misc]
Two Minute Papers [youtube channel]
The Theory and Practice of Cameras in Side-Scrollers
PCG, A Family of Better Random Number Generators
Twilight Princess Eyes Breakdown
Tearing-free drawing with GDI
How to C in 2016
The Ultimate Question of Programming, Refactoring, and Everything
http://joeduffyblog.com/Joe Duffy's Blog [Mirdori]

http://brofiler.com/
http://ambientocclusion.hatenablog.com/