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Libraries & Tools:
DirectXTK:
https://github.com/Microsoft/DirectXTK
DirectXTex:
https://github.com/Microsoft/DirectXTex
spdlog:
https://github.com/gabime/spdlog
ImGui:
https://github.com/ocornut/imgui
assimp:
http://www.assimp.org/index.php
json:
https://github.com/nlohmann/json
ImGuizmo:
https://github.com/CedricGuillemet/ImGuizmo
ImGuiColorTextEdit:
https://github.com/BalazsJako/ImGuiColorTextEdit
Programming Guidelines:
https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md
Geometric Tools:
https://www.geometrictools.com/
DirectX:
D3D11 Reference:
https://msdn.microsoft.com/en-us/library/windows/desktop/ff476080(v=vs.85).aspx
DXGI Info:
https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/d3d10-graphics-programming-guide-dxgi
https://docs.microsoft.com/en-us/windows/desktop/direct3darticles/dxgi-best-practices
D3D Lighting:
https://msdn.microsoft.com/en-us/library/windows/desktop/bb147178(v=vs.85).aspx
https://msdn.microsoft.com/en-us/library/windows/desktop/bb174697(v=vs.85).aspx
https://msdn.microsoft.com/en-us/library/windows/desktop/bb172279(v=vs.85).aspx
HLSL Reference:
https://msdn.microsoft.com/en-us/library/windows/desktop/bb509561(v=vs.85).aspx
Texturing and Lighting:
https://www.3dgep.com/texturing-lighting-directx-11/
Calculating perturbed normals in HLSL:
http://www.thetenthplanet.de/archives/1180
RenderHell:
https://simonschreibt.de/gat/renderhell/
FluentC++:
https://www.fluentcpp.com
Function Pointers and Closures in HLSL:
http://code4k.blogspot.com/2011/11/advanced-hlsl-using-closures-and.html
HLSL Compound Parameters:
http://code4k.blogspot.com/2013/04/advanced-hlsl-ii-shader-compound.html
Schlick BRDF Paper:
http://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/schlick94b.pdf
Cook-Torrance BRDF Paper:
http://graphics.pixar.com/library/ReflectanceModel/paper.pdf
Specular BRDF Reference:
http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
Microfacet BRDFs:
http://simonstechblog.blogspot.com/2011/12/microfacet-brdf.html
Disney BRDF:
https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
Frostbite BRDF:
https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/
Rotors/Quaternions:
http://marctenbosch.com/quaternions/
Sample Models:
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0