GTC2022 Talk - How CUDA Programming Works
《游戏编程模式》笔记合集 | Notes Collection for Game Programming Patterns
《游戏编程模式》第五章笔记 | Notes for Game Programming Patterns Chapter 05
《游戏编程模式》第四章笔记 | Notes for Game Programming Patterns Chapter 04
Dynamic Diffuse Global Illumination - GDC 2018
《GPU Gem3》第十三章笔记 - 使用后处理的体积光散射 | Notes for GPU Gems 3 Chapter 13 - Volumetric Light Scattering as a Post-Process
《游戏编程模式》第三章笔记 | Notes for Game Programming Patterns Chapter 03
《GPU Gem3》第十二章笔记 - AO | Notes for GPU Gems 3 Chapter 12 - High-Quality Ambient Occlusion
《游戏编程模式》第二章笔记 | Notes for Game Programming Patterns Chapter 02
《GPU Gem3》第十一章笔记 - Robust Shadow Volumes | Notes for GPU Gems 3 Chapter 11 - Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders
《GPU Gem3》第十章笔记 - PSSM | Notes for GPU Gems 3 Chapter 10 - Parallel-Split Shadow Maps on Programmable GPUs
《游戏编程模式》第一章笔记 | Notes for Game Programming Patterns Chapter 01
《Physically Based Rendering 3rd ED》笔记合集 | Notes Collection for Physically Based Rendering 3rd ED
PBRT 第十七章笔记 | Notes for PBRT Chapter 17 - Retrospective and The Future
PBRT 第十六章笔记 | Notes for PBRT Chapter 16 - Light Transport III > Bidirectional Methods
BSDF Lobe 可编程可视化工具 | BSDF Lobe Visualization
基于 Optix 的渲染器框架 v0.3 | Optix Based Renderer Framework v0.3
PBRT 第十五章笔记 | Notes for PBRT Chapter 15 - Light Transport II > Volume Rendering
RTR 第二章笔记 | Notes for Realtime Rendering Chapter 02 - The Graphics Render Pipeline
PBRT 第十四章笔记 | Notes for PBRT Chapter 14 - Light Transport I > Surface Reflection (basis)
PBRT 第十三章笔记 | Notes for PBRT Chapter 13 - Monte Carlo Integration
PBRT 第十二章笔记 | Notes for PBRT Chapter 12 - Light Sources
基于 Optix 的渲染器框架 v0.2 | Optix Based Renderer Framework v0.2
PBRT 第十一章笔记 | Notes for PBRT Chapter 11 - Volume Scattering
PBRT 第十章笔记 | Notes for PBRT Chapter 10 - Textures
PBRT 第九章笔记 | Notes for PBRT Chapter 09 - Materials
PBRT 第八章笔记 | Notes for PBRT Chapter 08 - Reflection Models
《深度探索C++对象模型》笔记合集 | Notes Collection for Inside Cpp Object Model
《深度探索C++对象模型》第七章笔记 | Notes for Inside Cpp Object Model Chapter 07
PBRT 第七章笔记(基础篇) | Notes for PBRT Chapter 07 - Sampling and Reconstruction (basis)
《深度探索C++对象模型》第六章笔记 | Notes for Inside Cpp Object Model Chapter 06
《深度探索C++对象模型》第五章笔记 | Notes for Inside Cpp Object Model Chapter 05
PBRT 第六章笔记(基础篇) | Notes for PBRT Chapter 06 - Camera Models (basis)
PBRT 第五章笔记 | Notes for PBRT Chapter 05 - Color and Radiometry
《深度探索C++对象模型》第四章笔记 | Notes for Inside Cpp Object Model Chapter 04
Unity 里的平滑跟踪相机 | Smooth Following Camera in Unity
PBRT 第四章笔记 | Notes for PBRT Chapter 04 - Primitives and Intersection Acceleration
Unity 里的闪电特效 | Lightning FX in Unity
《深度探索C++对象模型》第三章笔记 | Notes for Inside Cpp Object Model Chapter 03
PBRT 第三章笔记(基础篇) | Notes for PBRT Chapter 03 - Shapes (basis)
《深度探索C++对象模型》第一章笔记 | Notes for Inside Cpp Object Model Chapter 01
《深度探索C++对象模型》第二章笔记 | Notes for Inside Cpp Object Model Chapter 02
PBRT 第二章笔记(基础篇) | Notes for PBRT Chapter 02 - Geometry and Transforms (basis)
PBRT 第一章笔记 | Notes for PBRT Chapter 01 - Introduction
基于 Optix 的渲染器框架 | Optix Based Renderer Framework
转发树可视化展示 | Repost Tree Visualization