References
Webpages
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- https://www.3dgep.com/forward-plus/ (consulted 2022/10/01)
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(#implementation #deferred #tiled-forward #intermediate)
Excellent introduction and tutorial for Forward, Deferred, and Forward+ (Tiled Forward), using DX12. Provide several good references too.
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- https://blogs.nvidia.com/blog/2018/03/19/whats-difference-between-ray-tracing-rasterization/ (consulted 2022/09/28)
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(#introductory #raytracing)
A good introduction to ray tracing and its development history, with comparison to rasterization.
- https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#appendix-b-brdf-implementation
A BRDF implementation given as appendix by th glTF specification.
Books
GPU Pro 360 Guide to 3D Engine Design
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- 3D Engine Design (1st) ch10 p161
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Aspect based game engine design. Seems like a precursor to ECS design (where entites are classic objects pointing to attributes), achieving some of its modularity. Aspects are equivalent to systems. An advantage is it keeps the core scene graph data structure.
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- 3D Engine Design (1st) ch11 p179
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Serve as an introduction/tutorial on Kinect abilities and programming. With a few use ideas at the end.
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- 3D Engine Design (1st) ch12 p197
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Describe an overall approach for authored damage and replacement geometry (bounded and unlimited regions count).
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- 3D Engine Design (1st) ch13 p211
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Quaternions in practice in the rendering engine, and the components it impacts. Also remove the vertex count increase drawback from chapter 7.
- Yet I did not understand some constraints:
- what about SQT being done in object space, how is it different from matrices?
- skinning, what about blending final vertex pos instead of quats?
- in quaternion format, what is a vertex quaternion, and a model transform (by oposition to an instance quaternion)?
- Yet I did not understand some constraints: