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*.pdf filter=lfs diff=lfs merge=lfs -text | ||
*.chm filter=lfs diff=lfs merge=lfs -text |
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.DS_Store |
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# GPU and Game Best Resouces | ||
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## Books collection | ||
```bash | ||
(base) ➜ books git:(main) ✗ tree . | ||
. | ||
├── Computer Graphics | ||
│ ├── ComputerGraphicsPrinciplesPractice.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 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 by Jason Gregory.pdf | ||
│ ├── gems | ||
│ │ ├── Game Engine Gems 1.pdf | ||
│ │ └── Game Engine Gems 2.pdf | ||
│ └── 游戏引擎架构.pdf | ||
├── Real-Time Rendering | ||
│ ├── Real-Time Rendering 3rd提炼总结.pdf | ||
│ ├── Real-Time Rendering, 3rd Edition.pdf | ||
│ └── Real-Time Rendering, 4th Edition.pdf | ||
└── Vulkan | ||
├── Vulkan Programming Guide.pdf | ||
├── Vulkan编程指南.pdf | ||
└── learning-vulkan.pdf | ||
``` | ||
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### GPU Gems/GPU Pro/GPU Zen经典系列: | ||
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![intro](./images/intro.jpeg) | ||
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- GPU Gems三部Nvida已经开放,链接地址: | ||
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- [GPU Gems](https://developer.nvidia.com/gpugems/gpugems/contributors) | ||
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- [GPU Gems2](https://developer.nvidia.com/gpugems/gpugems2/copyright) | ||
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- [GPU Gems2](https://developer.nvidia.com/gpugems/gpugems3/contributors) | ||
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- **Source Code:** | ||
- [src/GPU-Gems-Book-Source-Code](https://github.com/bigzz/GPU-Gems-Book-Source-Code) | ||
- [src/GPU-Pro-Books-Source-Code](https://github.com/bigzz/GPU-Pro-Books-Source-Code | ||
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- **优秀博文:** | ||
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- [GPU精粹与Shader编程(一) 开篇 & 全系列11本书核心知识点总览](https://zhuanlan.zhihu.com/p/34917895) | ||
- [GPU精粹与Shader编程(二) 《GPU Gems 1》全书核心内容提炼总结 · 上篇](https://zhuanlan.zhihu.com/p/35974789) | ||
- [GPU精粹与Shader编程(三) 《GPU Gems 1》全书核心内容提炼总结 · 下篇](https://zhuanlan.zhihu.com/p/36499291) | ||
- [GPU精粹与Shader编程(四) 《GPU Gems 2》全书核心内容提炼总结 · 上篇](https://zhuanlan.zhihu.com/p/38411575) | ||
- [GPU精粹与Shader编程(五) 《GPU Gems 2》全书核心内容提炼总结 · 下篇](https://zhuanlan.zhihu.com/p/40288273) | ||
- [《GPU Gems 3》:真实感皮肤渲染技术总结](https://zhuanlan.zhihu.com/p/42433792) | ||
- [一篇文章带你读完《GPU Gems 3》](https://zhuanlan.zhihu.com/p/44671434) | ||
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## Real-Time Rendering | ||
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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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- **宝藏主页:** [Real-Time Rendering Resources](https://link.zhihu.com/?target=http%3A//www.realtimerendering.com/) | ||
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- [Real-Time-Rendering-4th-Bibliography-Collection](https://github.com/bigzz/Real-Time-Rendering-4th-Bibliography-Collection) | ||
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- **优秀博文:** | ||
- [《Real-Time Rendering 3rd》 提炼总结(一) 全书知识点总览](https://zhuanlan.zhihu.com/p/26259772) | ||
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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](https://zhuanlan.zhihu.com/p/26527776) | ||
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- [《Real-Time Rendering 3rd》 提炼总结(三) 第三章 · GPU渲染管线与可编程着色器](https://zhuanlan.zhihu.com/p/26894962) | ||
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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](https://zhuanlan.zhihu.com/p/27234482) | ||
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- [《Real-Time Rendering 3rd》 提炼总结(五) 第六章 · 纹理贴图及相关技术](https://zhuanlan.zhihu.com/p/27551369) | ||
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- [《Real-Time Rendering 3rd》 提炼总结(六) 第七章 · 高级着色:BRDF及相关技术](https://zhuanlan.zhihu.com/p/28059221) | ||
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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](https://zhuanlan.zhihu.com/p/28489928) | ||
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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](https://zhuanlan.zhihu.com/p/29418992) | ||
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- [《Real-Time Rendering 3rd》 提炼总结(九) 第十章 · 游戏开发中基于图像的渲染技术总结](https://zhuanlan.zhihu.com/p/30345339) | ||
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- [《Real-Time Rendering 3rd》 提炼总结(十) 第十一章 · 非真实感渲染(NPR)相关技术总结](https://zhuanlan.zhihu.com/p/31194204) | ||
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- [《Real-Time Rendering 3rd》 提炼总结(十一) 第十四章 : 游戏开发中的渲染加速算法总结](https://zhuanlan.zhihu.com/p/32300891) | ||
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- [《Real-Time Rendering 3rd》 提炼总结(十二) 渲染管线优化方法论:从瓶颈定位到优化策略](https://zhuanlan.zhihu.com/p/32928016) | ||
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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](https://zhuanlan.zhihu.com/p/34207965) | ||
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