.
├── Computer Graphics
│ ├── 3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan.pdf
│ ├── ComputerGraphicsPrinciplesPractice.pdf
│ ├── Fundamentals of Computer Graphics, Fourth Edition.pdf
│ ├── Graphics Shaders-Theory and Practice.pdf
│ ├── Interactive Computer Graphics.pdf
│ ├── Mathematics for 3D Game Programming and Computer Graphics, Third Edition.pdf
│ ├── OpenGL Insights.pdf
│ └── Physically Based Rendering, Third Edition From Theory to Implementation.pdf
├── GPU
│ └── Mobile 3D Graphics SoC From Algorithm to Chip.pdf
├── GPU Gems
│ ├── GPU Gems.chm
│ ├── GPU Gems2.chm
│ └── GPU Gems3.chm
├── GPU Pro
│ ├── GPU Pro 1.pdf
│ ├── GPU Pro 2.pdf
│ ├── GPU Pro 3.pdf
│ ├── GPU Pro 4.pdf
│ ├── GPU Pro 5.pdf
│ ├── GPU Pro 6.pdf
│ └── GPU Pro 7.pdf
├── GPU Pro 360
│ ├── GPU Pro 360 Guide to 3D Engine Design.pdf
│ ├── GPU Pro 360 Guide to GPGPU.pdf
│ ├── GPU Pro 360 Guide to Geometry Manipulation.pdf
│ ├── GPU Pro 360 Guide to Image Space.pdf
│ ├── GPU Pro 360 Guide to Lighting.pdf
│ ├── GPU Pro 360 Guide to Mobile Devices.pdf
│ ├── GPU Pro 360 Guide to Rendering.pdf
│ └── GPU Pro 360 Guide to Shadows.pdf
├── GPU Zen
│ ├── GPU Zen 2.pdf
│ └── GPU Zen.pdf
├── GameEngine
│ ├── Game Engine Architecture CN.pdf
│ ├── Game Engine Architecture by Jason Gregory.pdf
│ ├── Mathematics for 3D Game Programming and Computer Graphics, Third Edition.pdf
│ └── gems
│ ├── Game Engine Gems 1.pdf
│ ├── Game Engine Gems 2.pdf
│ └── Game Engine Gems 3.pdf
├── Games Dev
│ ├── 20 Essential Games to Study.pdf
│ └── Unity
│ ├── Unity 2018 Shaders and Effects Cookbook Transform your game into a visually stunning masterpiece with over 70 recipes, 3rd Edition.pdf
│ ├── Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch, 3rd Edition.pdf
│ ├── Unity Game Development Cookbook Essentials for Every Game.pdf
│ └── Unity in Action Multiplatform game development in C, 3rd Edition.pdf
├── OpenGL
│ └── C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming.pdf
├── Ray Tracing
│ ├── Ray Tracing Gems High-Quality and Real-Time Rendering with DXR and Other APIs.pdf
│ └── Ray Tracing Gems II Next Generation Real-Time Rendering with Dxr, Vulkan, and Optix.pdf
├── Real-Time Rendering
│ ├── Real-Time Rendering 3rd Summary.pdf
│ ├── Real-Time Rendering, 3rd Edition.pdf
│ └── Real-Time Rendering, 4th Edition.pdf
└── Vulkan
├── Vulkan Programming Guide CN.pdf
├── Vulkan Programming Guide.pdf
└── learning-vulkan.pdf
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GPU Gems三部Nvida已经开放,链接地址:
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Source Code:
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优秀博文:
在实时渲染和计算机图形学领域,《Real-Time Rendering》这本书一直备受推崇。有人说,它是实时渲染的圣经。这本书的世界观架构宏大,基本涵盖了计算机图形学的方方面面,可谓包罗万象。概念讲得清楚明了,有丰富的论文引用,可供作为工具书查阅,深入某细分领域继续学习使用。
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优秀博文:
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《Real-Time Rendering 3rd》 提炼总结(二) 第二章 · 图形渲染管线 The Graphics Rendering Pipeline
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《Real-Time Rendering 3rd》 提炼总结(四) 第五章 · 图形渲染与视觉外观 The Visual Appearance
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《Real-Time Rendering 3rd》 提炼总结(七) 第七章续 · 延迟渲染(Deferred Rendering)的前生今世
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《Real-Time Rendering 3rd》 提炼总结(八) 第九章 · 全局光照:光线追踪、路径追踪与GI技术进化编年史
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《Real-Time Rendering 3rd》提炼总结完结篇:系列合集电子书PDF下载&实时渲染知识网络图谱&新系列预告