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*.pdf filter=lfs diff=lfs merge=lfs -text
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.DS_Store

README.md

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# GPU and Game Best Resouces
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## Books collection
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```bash
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(base) ➜ books git:(main) ✗ tree .
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.
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├── Computer Graphics
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│   ├── ComputerGraphicsPrinciplesPractice.pdf
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│   ├── Interactive Computer Graphics.pdf
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│   ├── Mathematics for 3D Game Programming and Computer Graphics, Third Edition.pdf
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│   ├── OpenGL Insights.pdf
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│   └── Physically Based Rendering, Third Edition From Theory to Implementation.pdf
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├── GPU Gems
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│   ├── GPU Gems.chm
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│   ├── GPU Gems2.chm
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│   └── GPU Gems3.chm
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├── GPU Pro
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│   ├── GPU Pro 1.pdf
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│   ├── GPU Pro 2.pdf
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│   ├── GPU Pro 3.pdf
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│   ├── GPU Pro 4.pdf
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│   ├── GPU Pro 5.pdf
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│   ├── GPU Pro 6.pdf
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│   └── GPU Pro 7.pdf
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├── GPU Pro 360
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│   ├── GPU Pro 360 Guide to 3D Engine Design.pdf
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│   ├── GPU Pro 360 Guide to GPGPU.pdf
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│   ├── GPU Pro 360 Guide to Geometry Manipulation.pdf
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│   ├── GPU Pro 360 Guide to Image Space.pdf
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│   ├── GPU Pro 360 Guide to Lighting.pdf
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│   ├── GPU Pro 360 Guide to Mobile Devices.pdf
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│   ├── GPU Pro 360 Guide to Rendering.pdf
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│   └── GPU Pro 360 Guide to Shadows.pdf
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├── GPU Zen
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│   ├── GPU Zen 2.pdf
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│   └── GPU Zen.pdf
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├── GameEngine
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│   ├── Game Engine Architecture by Jason Gregory.pdf
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│   ├── gems
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│   │   ├── Game Engine Gems 1.pdf
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│   │   └── Game Engine Gems 2.pdf
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│   └── 游戏引擎架构.pdf
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├── Real-Time Rendering
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│   ├── Real-Time Rendering 3rd提炼总结.pdf
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│   ├── Real-Time Rendering, 3rd Edition.pdf
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│   └── Real-Time Rendering, 4th Edition.pdf
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└── Vulkan
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├── Vulkan Programming Guide.pdf
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├── Vulkan编程指南.pdf
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└── learning-vulkan.pdf
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```
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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:**
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- [src/GPU-Gems-Book-Source-Code](https://github.com/bigzz/GPU-Gems-Book-Source-Code)
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- [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)
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- [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)
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- [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)
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- [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)
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- [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)
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- [《GPU Gems 3》:真实感皮肤渲染技术总结](https://zhuanlan.zhihu.com/p/42433792)
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- [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:**
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- [《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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