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Add "some links for learning shaders"
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\import{tt-macros} | ||
% clifford hopf spin tt math draft | ||
\tag{math} | ||
\tag{draft} | ||
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% definition theorem lemma construction observation | ||
% convention corollary axiom example exercise proof | ||
% discussion remark notation | ||
% \taxon{} | ||
% \refcardt{lemma}{}{}{}{ | ||
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% kostecki2011introduction leinster2016basic nakahira2023diagrammatic rosiak2022sheaf | ||
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\note{some links for learning shaders}{ | ||
\ul{ | ||
\li{\citek{glassner1989introduction} is a classic book on ray tracing, now free to download [here](https://www.realtimerendering.com/blog/an-introduction-to-ray-tracing-is-now-free-for-download/).} | ||
\li{\citek{pharr2023physically} is a complete, illustrative, and physically based ray-tracing renderer book, free to read [on line](https://pbr-book.org/). | ||
} | ||
\li{[Ray tracing weekend series](https://raytracing.github.io/) is a mini book series on ray tracing.} | ||
\li{[Autodesk Standard Surface](https://autodesk.github.io/standard-surface/) contains references to many concepts and formulas for surface shaders.} | ||
\li{[MPR](https://github.com/mkeeter/mpr) implements \citek{keeter2020massively} on GPU, while [Fidget](https://github.com/mkeeter/fidget) implements it on CPU.} | ||
\li{[ShaderMania](https://github.com/markusmoenig/ShaderMania) seems to be a good tool to play with shaders. Similarly there are [Shadertoy](https://www.shadertoy.com/), which has a [VS Code extension](https://github.com/stevensona/shader-toy) and [a ThreeJS port](https://threejs.org/manual/#en/shadertoy).} | ||
\li{[stackgl](https://stack.gl/) provides many packages for using in GLSL, [LYGIA](https://lygia.xyz/) is a similar effort, targeting a wider range of languages: GLSL/HLSL/MSL/WGSL/CUDA.} | ||
\li{[The Book of Shaders](https://thebookofshaders.com/) is a good starting point. One could use [GlslCanvas](https://github.com/patriciogonzalezvivo/glslCanvas) or [glslViewer](https://github.com/patriciogonzalezvivo/glslViewer) to play with the shaders. | ||
} | ||
\li{For GA, there are [miniPGA.glsl](https://github.com/enkimute/LookMaNoMatrices/blob/main/src/miniPGA.glsl), [slerp optimization](https://www.shadertoy.com/view/DlGfRK), [Spinor 2d](https://www.shadertoy.com/view/mdjSWD), and [G2 Multivector-Valued Functions](https://www.shadertoy.com/view/wlf3RX). } | ||
} | ||
} |
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% ["forest"] | ||
\title{An introduction to ray tracing} | ||
\date{1989} | ||
\author{Andrew S Glassner} | ||
\taxon{reference} | ||
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\meta{bibtex}{\startverb | ||
@book{glassner1989introduction, | ||
title = {An introduction to ray tracing}, | ||
author = {Glassner, Andrew S}, | ||
year = {1989}, | ||
publisher = {Morgan Kaufmann} | ||
} | ||
\stopverb} |
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% ["forest"] | ||
\title{Massively parallel rendering of complex closed-form implicit surfaces} | ||
\date{2020} | ||
\author{Matthew J Keeter} | ||
\taxon{reference} | ||
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\meta{bibtex}{\startverb | ||
@article{keeter2020massively, | ||
title = {Massively parallel rendering of complex closed-form implicit surfaces}, | ||
author = {Keeter, Matthew J}, | ||
year = {2020}, | ||
journal = {ACM Transactions on Graphics (TOG)}, | ||
volume = {39}, | ||
number = {4}, | ||
pages = {141--1}, | ||
publisher = {ACM New York, NY, USA} | ||
} | ||
\stopverb} |
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% ["forest"] | ||
\title{Physically based rendering: From theory to implementation} | ||
\date{2023} | ||
\author{Matt Pharr}\author{Wenzel Jakob}\author{Greg Humphreys} | ||
\taxon{reference} | ||
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\meta{bibtex}{\startverb | ||
@book{pharr2023physically, | ||
title = {Physically based rendering: From theory to implementation}, | ||
author = {Pharr, Matt and Jakob, Wenzel and Humphreys, Greg}, | ||
year = {2023}, | ||
publisher = {MIT Press} | ||
} | ||
\stopverb} |