65 private links
Very neat technique for global illumination. Very effective but still has some issues.
Very neat shader for a procedural earth simulation. The breakdown is interesting covering the tricks being used in this shader.
Good collection of techniques to procedurally generating scene assets.
A nice list of little tricks to improve the image quality of your renders.
Interesting walk through of a shader to compute reflections in a scene.
Interesting proof of concept to compile C++ into shaders. This reminds CUDA a bit without being tied to a given GPU brand.
A very precise and thorough article about GPU occupancy. What it is, how it relates to perceived performances, it's potentisl relationship with cache thrashing and the tools you can use to measure it on AMD GPUs.
Wonder how to implement such real-time simulations? This is a good summary of all the math involved. Also comes with code snippets and demos.
Another nice introduction to raymarching. I still find this a very interesting rendering approach. It's really cool what you can do with those Signed Distance Fields functions.
Wanna get started playing with shaders? This is a neat into leading to a blob made of metaballs.
Nice introduction to domain repetitions. A fascinating concept (IMHO) very much used in procedurally generated content.
Looks like a very good resource about PBR.