|
| 1 | +# GPU and Game Best Resouces |
| 2 | + |
| 3 | +## Books collection |
| 4 | +```bash |
| 5 | +(base) ➜ books git:(main) ✗ tree . |
| 6 | +. |
| 7 | +├── Computer Graphics |
| 8 | +│ ├── ComputerGraphicsPrinciplesPractice.pdf |
| 9 | +│ ├── Interactive Computer Graphics.pdf |
| 10 | +│ ├── Mathematics for 3D Game Programming and Computer Graphics, Third Edition.pdf |
| 11 | +│ ├── OpenGL Insights.pdf |
| 12 | +│ └── Physically Based Rendering, Third Edition From Theory to Implementation.pdf |
| 13 | +├── GPU Gems |
| 14 | +│ ├── GPU Gems.chm |
| 15 | +│ ├── GPU Gems2.chm |
| 16 | +│ └── GPU Gems3.chm |
| 17 | +├── GPU Pro |
| 18 | +│ ├── GPU Pro 1.pdf |
| 19 | +│ ├── GPU Pro 2.pdf |
| 20 | +│ ├── GPU Pro 3.pdf |
| 21 | +│ ├── GPU Pro 4.pdf |
| 22 | +│ ├── GPU Pro 5.pdf |
| 23 | +│ ├── GPU Pro 6.pdf |
| 24 | +│ └── GPU Pro 7.pdf |
| 25 | +├── GPU Pro 360 |
| 26 | +│ ├── GPU Pro 360 Guide to 3D Engine Design.pdf |
| 27 | +│ ├── GPU Pro 360 Guide to GPGPU.pdf |
| 28 | +│ ├── GPU Pro 360 Guide to Geometry Manipulation.pdf |
| 29 | +│ ├── GPU Pro 360 Guide to Image Space.pdf |
| 30 | +│ ├── GPU Pro 360 Guide to Lighting.pdf |
| 31 | +│ ├── GPU Pro 360 Guide to Mobile Devices.pdf |
| 32 | +│ ├── GPU Pro 360 Guide to Rendering.pdf |
| 33 | +│ └── GPU Pro 360 Guide to Shadows.pdf |
| 34 | +├── GPU Zen |
| 35 | +│ ├── GPU Zen 2.pdf |
| 36 | +│ └── GPU Zen.pdf |
| 37 | +├── GameEngine |
| 38 | +│ ├── Game Engine Architecture by Jason Gregory.pdf |
| 39 | +│ ├── gems |
| 40 | +│ │ ├── Game Engine Gems 1.pdf |
| 41 | +│ │ └── Game Engine Gems 2.pdf |
| 42 | +│ └── 游戏引擎架构.pdf |
| 43 | +├── Real-Time Rendering |
| 44 | +│ ├── Real-Time Rendering 3rd提炼总结.pdf |
| 45 | +│ ├── Real-Time Rendering, 3rd Edition.pdf |
| 46 | +│ └── Real-Time Rendering, 4th Edition.pdf |
| 47 | +└── Vulkan |
| 48 | + ├── Vulkan Programming Guide.pdf |
| 49 | + ├── Vulkan编程指南.pdf |
| 50 | + └── learning-vulkan.pdf |
| 51 | +``` |
| 52 | + |
| 53 | +### GPU Gems/GPU Pro/GPU Zen经典系列: |
| 54 | + |
| 55 | + |
| 56 | + |
| 57 | +- GPU Gems三部Nvida已经开放,链接地址: |
| 58 | + |
| 59 | + - [GPU Gems](https://developer.nvidia.com/gpugems/gpugems/contributors) |
| 60 | + |
| 61 | + - [GPU Gems2](https://developer.nvidia.com/gpugems/gpugems2/copyright) |
| 62 | + |
| 63 | + - [GPU Gems2](https://developer.nvidia.com/gpugems/gpugems3/contributors) |
| 64 | + |
| 65 | +- **Source Code:** |
| 66 | + - [src/GPU-Gems-Book-Source-Code](https://github.com/bigzz/GPU-Gems-Book-Source-Code) |
| 67 | + - [src/GPU-Pro-Books-Source-Code](https://github.com/bigzz/GPU-Pro-Books-Source-Code |
| 68 | + |
| 69 | +- **优秀博文:** |
| 70 | + |
| 71 | + - [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) |
| 72 | + - [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) |
| 73 | + - [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) |
| 74 | + - [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) |
| 75 | + - [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) |
| 76 | + - [《GPU Gems 3》:真实感皮肤渲染技术总结](https://zhuanlan.zhihu.com/p/42433792) |
| 77 | + - [一篇文章带你读完《GPU Gems 3》](https://zhuanlan.zhihu.com/p/44671434) |
| 78 | + |
| 79 | + |
| 80 | +## Real-Time Rendering |
| 81 | + |
| 82 | +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。 |
| 83 | + |
| 84 | +- **宝藏主页:** [Real-Time Rendering Resources](https://link.zhihu.com/?target=http%3A//www.realtimerendering.com/) |
| 85 | + |
| 86 | +- [Real-Time-Rendering-4th-Bibliography-Collection](https://github.com/bigzz/Real-Time-Rendering-4th-Bibliography-Collection) |
| 87 | + |
| 88 | +- **优秀博文:** |
| 89 | + - [《Real-Time Rendering 3rd》 提炼总结(一) 全书知识点总览](https://zhuanlan.zhihu.com/p/26259772) |
| 90 | + |
| 91 | + - [《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) |
| 92 | + |
| 93 | + - [《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) |
| 94 | + |
| 95 | + - [《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) |
| 96 | + |
| 97 | + - [《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) |
| 98 | + |
| 99 | + - [《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) |
| 100 | + |
| 101 | + - [《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) |
| 102 | + |
| 103 | + - [《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) |
| 104 | + |
| 105 | + - [《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) |
| 106 | + |
| 107 | + - [《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) |
| 108 | + |
| 109 | + - [《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) |
| 110 | + |
| 111 | + - [《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) |
| 112 | + |
| 113 | + - [《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) |
| 114 | + |
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