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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<title>Real-Time Rendering Portal</title>
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<li><a href="https://www.realtimerendering.com/blog/" rel="home">Blog</a></li>
<li><a title="Recommended books" href="books.html">Graphics Books</a></li>
<li><a title="Object / object intersection page" href="intersections.html">Intersections</a></li>
<li><a class="nav-current" title="Sites we like" href="portal.html">Portal</a></li>
<li><a title="Ray Tracing Resources" href="raytracing.html">Ray tracing</a></li>
<li><a title="Main resources page" href="index.html">Resources</a></li>
<li><a title="USD and glTF Resources" href="usd_gltf.html">USD & glTF</a></li>
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Last changed: December 16, 2024
</div>
<P>
This page is devoted
to sites and tools we use on a continuing basis. They're personal picks, and reflect our own
biases.
<P>
<OL>
<LI><a href="https://realtimerendering.com/kesen"><b>Ke-Sen Huang's conference pages</b></a> has links for papers from all the major computer graphics conferences and workshops. The pages by Tim Rowley are not available directly, but <a href="https://web.archive.org/web/20070702002814/http://kesen.huang.googlepages.com/"><b>this archive</b></a> contains them.
<LI><a href="https://realtimerendering.com/advances"><b>Advances in Real-Time Rendering in 3D Graphics and Games</b></a>, <a href="https://rtintro.realtimerendering.com/"><b>Introduction to Real-Time Ray Tracing</b></a>, <a href="https://openproblems.realtimerendering.com/"><b>Open Problems in Real-Time Rendering</b></a>, <a href="https://nextgenapis.realtimerendering.com/"><b>An Overview of Next-Generation Graphics APIs</b></a>, and <a href="https://stylized.realtimerendering.com/"><b>Stylized Rendering in Games</b></a> SIGGRAPH course materials are hosted on our site.
<LI><b><a href="https://blog.selfshadow.com/2024/08/03/siggraph-2024-links/">SIGGRAPH 2023 links</a></b>, compiled by Stephen Hill. Also see link pages for
<a href="https://blog.selfshadow.com/2023/08/12/siggraph-2023-links/">SIGGRAPH 2023 links</a>
<a href="https://blog.selfshadow.com/2022/08/13/siggraph-2022-links/">SIGGRAPH 2022 links</a>
<a href="https://blog.selfshadow.com/2021/08/18/siggraph-2021-links/">SIGGRAPH 2021 links</a>
<a href="https://blog.selfshadow.com/2020/08/18/siggraph-2020-links/">SIGGRAPH 2020 links</a>
<a href="https://blog.selfshadow.com/2019/07/30/siggraph-2019-links/">SIGGRAPH 2019 links</a> (and <a href="https://www.realtimerendering.com/raytracing/roundup.html">SIGGRAPH 2019 ray tracing links</a>), <a href="https://blog.selfshadow.com/2017/08/01/siggraph-2017-links/">SIGGRAPH 2018</a>, <a href="https://blog.selfshadow.com/2017/08/01/siggraph-2017-links/">SIGGRAPH 2017</a>, <a href="https://blog.selfshadow.com/2016/07/31/siggraph-2016-links/">SIGGRAPH 2016</a>, <a href="https://blog.selfshadow.com/2015/08/15/siggraph-2015-links/">SIGGRAPH 2015</a>, <a href="https://blog.selfshadow.com/2014/08/14/siggraph-2014-links/">SIGGRAPH 2014</a></b>, <a href="https://blog.selfshadow.com/2013/07/24/siggraph-2013-links/">SIGGRAPH 2013</a>, <a href="https://blog.selfshadow.com/2012/08/11/siggraph-2012-links/">SIGGRAPH 2012</a> and <a href="https://blog.selfshadow.com/2011/08/13/hpg-siggraph-2011/">SIGGRAPH 2011</a>.
<LI><b>YouTube research conference resources:</b> <b><a href="https://www.youtube.com/@ACMSIGGRAPH">SIGGRAPH and SIGGRAPH Asia</a></b>, <b><a href="https://www.youtube.com/@I3DSymposium">I3D</a></b>, <b><a href="https://www.youtube.com/@HighPerformanceGraphics">HPG</a></b>, and <b><a href="https://www.youtube.com/@egsr2024">EGSR 2024</a></b>.
<LI><b>Game Developers Conference: see <b><a href="https://www.gdcvault.com/free">the GDC Vault</a></b>, and the <b><a href="https://www.youtube.com/@Gdconf">YouTube channel</a></b> of talks from 2022 to the present. <a href="https://interplayoflight.wordpress.com/2019/03/21/game-developers-conference-2019-links/">2019 links</a>, also <a href="https://web.archive.org/web/20221201034639/https://knarkowicz.wordpress.com/2018/03/22/gdc-2018-presentations/">2018</a></b>, <a href="https://web.archive.org/web/20230402030607/https://knarkowicz.wordpress.com/2017/03/01/gdc-2017-presentations/">2017</a>, <a href="https://web.archive.org/web/20230402023755/https://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/">2016</a>. There's none we can find for 2015, but before then Javier "Jare" Arevalo collected <a href="https://www.iguanademos.com/Jare/wp/?p=2763">GDC 2014</a>, <a href="http://www.iguanademos.com/Jare/wp/?p=2663">2013</a>, and <a href="http://www.iguanademos.com/Jare/wp/?p=2583">2012</a> presentations.
<LI><b><a href="https://www.jendrikillner.com/post/">Graphics Programming weekly</a></b> - Jendrik Illner summarizes graphics blog articles. Think of it as your one-stop blog. He also has a nice <a href="https://www.jendrikillner.com/article_database/">searchable collection</a>.
<LI><a href="https://developer.nvidia.com/"><b>NVIDIA</b></a> and <a href="https://developer.amd.com/"><b>AMD</b></a> (plus <a href="https://gpuopen.com/">GPUOpen</a>)
graphics developer sites - demos, code samples, white papers, etc. Other worthwhile code samples at <a href="https://www.humus.name/index.php?page=3D"><b>Humus-3D</b></a>.
<LI>Min Chen's list of <b><a href="https://sites.google.com/site/drminchen/cgf-info/cgf-stars">Computer Graphics Forum</a></b> State-of-the-Art (STAR), survey, and review papers since 2010.
<LI><a href="https://jcgt.org/read.html?reload=1"><b>The Journal of Computer Graphics Techniques</b></a> - open access (free to all) and many articles include code samples.
<LI><a href="https://github.com/erich666/jgt-code"><b>Journal of Graphics Tools</b></a> (JGT) code repository.
<LI><a href="http://graphicsgems.org/"><b>Graphics Gems Repository</b></a>
- contains the source code for many graphics algorithms. Search the contents
by <a href="http://graphicsgems.org/category.html">category</a>,
by <a href="http://graphicsgems.org/authors.html">author</a>,
or by <a href="http://graphicsgems.org/gems.html">book</a>.
<LI><B>Developer sites and mailing lists:</B>
<a href="https://www.gamedev.net/">GameDev.net</a> is active,
as is <a href="https://www.opengl.org/">OpenGL.org</a>,
<a href="https://forums.ogre3d.org/viewforum.php?f=1">Ogre Forums</a>,
<a href="https://sourceforge.net/p/gdalgorithms/mailman/gdalgorithms-list/">GD Algorithms archives</a> dying out but searchable (<a href="https://sourceforge.net/projects/gdalgorithms/lists/gdalgorithms-list">subscribe</a>),
and
<a href="https://www.flipcode.com/">FlipCode</a> (old, closed, but some good things in the archives).
<LI><B>Game company publication pages:</B> alphabetically, and a few quite dated, but here goes.
<a href="https://www.ea.com/frostbite/news">Frostbite</a>,
<a href="https://www.guerrilla-games.com/read">Guerrilla Games</a>,
<a href="https://www.unrealengine.com/en-US/resources">Unreal Engine</a>,
<a href="https://unity.com/publications">Unity</a>,
<a href="https://medium.com/ready-at-dawn">Ready At Dawn</a>,
<a href="https://research.tri-ace.com/">Tri-Ace</a>,
and
<a href="https://research.activision.com/">Activision</a> (and <a href="https://activisiongamescience.github.io/">dated Activision</a>).
<LI><B>Commercial research lab pages:</B>
<a href="https://research.nvidia.com/publications">NVIDIA Research</a>,
<a href="https://www.microsoft.com/en-us/research/research-area/graphics-multimedia/?">Microsoft Research U.S.</a>,
and
<a href="https://cesium.com/docs/presentations/">Cesium</a> (GIS).
<LI><B>Film company publication pages:</B>
<a href="https://www.disneyanimation.com/publications/">Disney</a> (<a href="https://blog.yiningkarlli.com/2019/07/hyperion-papers.html">Hyperion renderer specific</a>)
and
<a href="https://graphics.pixar.com/library/">Pixar</a>.
<LI><b>Catlike Coding</b> has tutorials for programming in <a href="https://catlikecoding.com/unity/tutorials/">Unity</a> and <a href="https://catlikecoding.com/godot/">Godot</a>.
<LI><b><a href="https://www.youtube.com/@Acerola_t">Acerola</a></b> gives a bunch of tutorials, specializing in post-process effects. His <a href="https://www.youtube.com/watch?v=O-2viBhLTqI">What is a Graphics Programmer?</a> video is an interesting journey.
<LI><b><a href="https://80.lv/">Level 80</a></b> has a constant stream of information for game artists and content creators.
<LI><a href="https://www.gamedeveloper.com/programming"><b>Game Developer programming page</b></a> - the successor to Gamasutra's programming page.
<LI><B><a href="index.html#intro">Free (and good) books online</a></B>
<LI><B>Models:</B> <a href="https://casual-effects.com/data/">McGuire CG Archive</a>, <a href="https://graphics.stanford.edu/data/3Dscanrep/">Stanford 3D Scanning</a>, <a href="https://www.cc.gatech.edu/projects/large_models/">Large Geometric Models (Georgia Tech)</a>, <a href="https://www.sci.utah.edu/~wald/animrep/">Utah 3D Animation</a>, <a href="https://developer.nvidia.com/orca">ORCA</a>, <a href="https://github.com/KhronosGroup/glTF-Sample-Models">Khronos Group glTF</a>, <a href="https://3d.si.edu/cc0">Smithsonian</a>, <a href="https://www.disneyanimation.com/data-sets/">Disney</a>, <a href="https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html">Intel</a>, <a href="https://developer.apple.com/augmented-reality/quick-look/">Apple AR Quick Look</a>, <a href="https://benedikt-bitterli.me/resources/">Bitterli</a>, <a href="https://pbrt.org/scenes-v3">pbrt</a>, <a href="https://www.mitsuba-renderer.org/download.html">Mitsuba</a>, <a href="https://www.turbosquid.com/Search/3D-Models/free">TurboSquid</a>, <a href="http://www.cemyuksel.com/research/hairmodels/">Hair from Cem Yuksel</a>, <a href="https://free3d.com/">Free3D</a>, <a href="https://polyhaven.com/models">Poly Haven</a>, <a href="https://www.cgtrader.com/free-3d-models">CGTrader</a>, <a href="https://sketchfab.com/">Sketchfab</a>, <a href="https://threedscans.com/">Three D Scans</a>, <a href="https://www.poliigon.com/models/free">Poliigon</a><a href="https://www.beeple-crap.com/resources">BEEPLE</a> (C4D project files), <a href="https://www.realtimerendering.com/resources/SPD/">Standard Procedural Databases</a>.
<B>USD:</B> <a href="https://www.disneyanimation.com/resources/moana-island-scene/">Moana</a>, <a href="https://blog.activision.com/activision/2024/activision-releases-call-of-duty-warzone-caldera-data-set">Caldera</a>, <a href="https://animallogic.com/usd-alab/">ALab</a>, <a href="https://www.myminifactory.com/scantheworld/full-collection">Scan the World</a>, and <a href="https://animallogic.com/animal-logic/news/alab-phase-2/">ALab 2</a>, <a href="https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html">Sponza</a>, <a href="https://dpel.aswf.io/">DPEL</a> from <a href="https://www.aswf.io/news/academy-software-foundation-launches-digital-production-example-library-as-newest-project-to-house-production-grade-content/">ASWF</a>,and <a href="https://github.com/matiascodesal/awesome-openusd?tab=readme-ov-file#sample-assets">another list</a>.
<LI><b>APIs</b>:
<UL>
<LI><B>OpenGL:</B> <a href="https://www.opengl.org/sdk/">SDK</a>, <a href="https://www.khronos.org/registry/OpenGL/index_gl.php">specifications</a>, <a href="https://www.khronos.org/opengl/wiki/Getting_Started#Tutorials_and_How_To_Guides">tutorials</a>, <a href="https://rastertek.com/tutindex.html">Raster Tek tutorials</a>, <a href="https://www.g-truc.net/">extensions and more</a>, <a href="https://glew.sourceforge.net/">GLEW</a>, <a href="https://www.mesa3d.org/">Mesa</a>, <a href="https://developer.nvidia.com/opengl">NVIDIA's</a> site.
<LI><B>Vulkan:</B> <a href="https://www.vulkan.org/">Official site</a>, <a href="https://vulkan-tutorial.com/">tutorial</a>, <a href="https://developer.nvidia.com/vulkan">NVIDIA's</a> site.
<LI><B>DirectX:</B> <a href="https://www.microsoft.com/en-us/download/details.aspx?id=6812">SDK</a>, <a href="http://www.directxtutorial.com/">tutorials</a>, <a href="https://rastertek.com/tutindex.html">Raster Tek tutorials</a>, <a href="https://docs.microsoft.com/en-us/previous-versions/visualstudio/visual-studio-2015/debugger/walkthrough-using-graphics-diagnostics-to-debug-a-compute-shader?view=vs-2015">debugging</a>, <a href="https://store.steampowered.com/hwsurvey/">version stats</a>, <a href="https://developer.nvidia.com/directx">NVIDIA's</a> site.
<LI><B>WebGL:</B> <a href="https://www.khronos.org/registry/webgl/specs/latest/2.0/">2.0 Specification</a>, <a href="https://caniuse.com/#feat=webgl">browser support</a>, <a href="https://get.webgl.org/">device/browser test</a>, <a href="https://webglreport.com/">current browser details</a>, <a href="https://www.realtimerendering.com/blog/webgl-debugging-and-profiling-tools/">debugging/profiling</a>, <a href="https://www.x3dom.org/">x3dom</a>, and <b><a href="webgl.html">WebGL Resources page</a></b>.
<LI><B>Metal:</B> <a href="https://developer.apple.com/metal/">developer site</a>.
</UL>
<LI><b>Paper Search</b>:
<UL>
<LI><a href="https://scholar.google.com/"><b>Google Scholar</b></a>
<LI><a href="https://dl.acm.org/"><b>ACM Digital Library</b></a>
<LI><a href="https://jcgt.org/read.html"><b>The Journal of Computer Graphics Techniques</b></a>
<LI><a href="https://www.computer.org/csdl/magazine/cg"><b>IEEE Computer Graphics & Applications</b></a>
<LI><a href="https://diglib.eg.org/"><b>Eurographics</b></a>
<LI><a href="https://onlinelibrary.wiley.com/loi/14678659"><b>Computer Graphics Forum</b></a>
</UL>
<LI><b>Education</b>:
<UL>
<LI><b><a href="https://www.udacity.com/course/interactive-3d-graphics--cs291">Interactive 3D Graphics</a></b> is an interactive course (MOOC) by Eric using videos (with transcripts) alongside <a href="https://www.udacity.com/wiki/cs291/syllabus">exercises and demos</a> (using <a href="https://threejs.org/">three.js</a>) that run in your browser. Focus is on general principles, though specifics, such as <a href="https://www.udacity.com/wiki/cs291#lesson-9-shader-programming">shader programming</a>, are also covered.
<LI>The <b><a href="https://users.cg.tuwien.ac.at/zsolnai/gfx/rendering-course/">Rendering Course</a></b> from TU Wien is a free master's level video course on rendering. More information <a href="https://www.cg.tuwien.ac.at/courses/Rendering/VU.SS2018.html">here</a>.
<LI><b><a href="https://github.com/stackgl/shader-school">Shader School</a></b> is highly recommended for learning GLSL; it has a nice way of teaching you step by step. <a href="https://github.com/drewlustro/shader-school-answers">Answers here</a>, as (on the Mac, at least) the one flaw is that compiler errors are not shown.
<LI><b><a href="https://threejs.org/">three.js</a></b> is a scene graph layer and much more atop WebGL. It makes adding 3D web content pretty easy - enjoy the demos on that page, or <a href="https://threejs.org/examples/">sample the examples</a> (and <a href="https://stemkoski.github.io/Three.js/">even better, commented examples here</a>).
<LI><b><a href="https://www.scratchapixel.com/">Scratchapixel</a></b> has a series of articles on the basics of computer graphics theory.
<LI><b><a href="https://www.shadertoy.com/">Shadertoy</a></b> is unlikely to help you write shaders - I just wanted to sneak it in. Rather, enjoy the extreme shaders (using procedural geometry, ray casting, etc.) that others have written, right in your browser. New shaders every day.
</UL>
<LI>The <b><a href="https://us10.campaign-archive.com/home/?u=150309eb87448af24dead4fe6&id=285452b655">Level Up Report</a></b> by Mark DeLoura. Stopped publishing in 2018, but was a free weekly that provided pointers to all sorts of developments and resources for learning through games, coding, and making.
<LI><a href="https://www.gdcvault.com/gdmag"><b><i>Game Developer Magazine</i></b></a> - stopped printing in 2013 (which sounds ancient, but there are some good articles on the basics). All issues are available free for download.
<LI><B><a href="https://gameenginegems.com/gemsdb/index.php">Graphics and Game Gems Database</a></B> is dated (2016), but lets you search the various popular interactive graphics series, browse each book's article titles, and get bibtex entries. <a href="http://www.aiwisdom.com/graphics/bydate_all.html"><b>AI Wisdom</b></a> is a simila sites. They leave out a few newer (and older) books, but have the advantage of being able to browse by category.
<LI><B><a href="https://dl.acm.org/journal/tog/software">ACM TOG's Software Tools and Resources</a></b> page is ancient (2015), but has much about both graphics software and where to get BRDF data and other resources.
<LI><a href="https://www.gameconfs.com/"><b>Gameconfs</b></a> - game-related conferences.
<LI><a href="https://www.geometrictools.com/"><b>Geometric Tools</b></a> - there
are many different code snippets and tutorials here to do all sorts of graphics
operations, with a focus on computational geometry and intersection methods.
<LI><a href="intersections.html"><b>3D Object Intersection Page</b></a> - where to find articles and code on this topic.
<LI><a href="http://vterrain.org/"><b>Virtual Terrain Project</b></a> - an old (2013) repository of algorithms about and models of terrain, vegetation, natural phenomena, etc.
<LI><a href="http://www.faqs.org/faqs/graphics/algorithms-faq/"><b>comp.graphics.algorithms FAQ</b></a> - truly ancient (last updated 2003), but still full of computational goodness.
<LI><a href="https://mathworld.wolfram.com/"><b>Eric Weisstein's World of Mathematics</b></a> is an incredible (though often dense) resource for mathematical definitions.
<LI><a href="https://store.steampowered.com/hwsurvey/"><b>Steam's hardware survey</b></a> tracks what is currently used by their subscribers.
<LI><a href="https://www.deadendthrills.com/"><b>Dead End Thrills</b></a> makes some excellent renders of current games.
<LI><a href="https://www.techpowerup.com/gpu-specs/"><b>Tech Power Up</b></a> has an up-to-date summary of the clock speed, memory size, and other characteristics for every major consumer PC GPU. <a href="https://www.techarp.com"><b>Tech ARP</b></a> has similar GPU charts for <a href="https://www.techarp.com/guides/workstation-graphics-card-comparison/?artno=95">workstations</a>, <a href="https://www.techarp.com/guides/desktop-graphics-card-comparison/?artno=88">PCs</a>, and <a href="https://www.techarp.com/guides/mobile-gpu-comparison-guide/?artno=98">mobile devices</a>.
<LI><b>GPU Review Sites</b> - these sites often have in-depth analysis of GPU features:
<UL>
<LI><a href="https://www.tomshardware.com/">Tom's Hardware Guide</a>
<LI><a href="https://www.extremetech.com/">Extreme Tech</a>
<LI><a href="https://www.bit-tech.net/">bit-tech.net</a>
<LI><a href="https://hothardware.com/">HotHardware</a>
<LI><a href="https://bjorn3d.com/">Björn's 3D World</a>
<LI><a href="https://hardforum.com/">[H]ardForum</a>
<LI><a href="https://www.anandtech.com/">AnandTech</a> (now closed)
</UL>
<LI><b>Game Related</b> - <a href="https://www.metacritic.com/game">Metacritic</a> for meta-ratings, <a href="https://www.vgchartz.com/">VG Chartz</a> for console and handheld sales figures, <a href="https://www.gamedevmap.com/index.php">gamedevmap</a> for developer locations.
<LI><a href="https://github.com/"><b>Github</b></a> and <a href="https://sourceforge.net/"><b>SourceForge</b></a> are popular places to browse for free, open-source software applications.
<LI><b>Blogmania:</b> Your first (and possibly only) stop could be <a href="https://www.jendrikillner.com/post/">Jendrik Illner's</a>, which summarizes all sorts of graphics-related posts. Also, most bloggers (and non-bloggers) also have a Twitter feed - find and follow them. You can also follow individual blogs with <a href="https://www.forbes.com/sites/alexkantrowitz/2013/03/14/five-great-rss-reader-alternatives-to-google-reader/">one of these</a>:
<a href="https://www.realtimerendering.com/blog/">Our own</a>,
<a href="https://interplayoflight.wordpress.com/">Interplay of Light</a>,
<a href="https://aras-p.info/blog/">Lost in the Triangles</a>,
<a href="https://c0de517e.blogspot.com/">C0DE517E</a>,
<a href="https://bartwronski.com/">Bart Wronski</a>,
<a href="https://fgiesen.wordpress.com/">the ryg blog</a>,
<a href="https://www.ludicon.com/castano/blog/">Ignacio Castaño</a>,
<a href="https://bgolus.medium.com/">Ben Golus</a>,
<a href="https://www.reedbeta.com/">Nathan Reed</a>,
<a href="https://raytracey.blogspot.com/">Ray Tracey's blog (Sam Lapere)</a>,
<a href="https://blog.selfshadow.com/">Self Shadow (SIGGRAPH links)</a>,
<a href="https://developer.nvidia.com/blog?tags=&categories=graphics">NVIDIA Blog (graphics)</a>,
<a href="https://devblogs.microsoft.com/directx/">DirectX Developer Blog</a>,
<a href="https://community.intel.com/t5/Blogs/Products-and-Solutions/Gaming/bg-p/blog-gaming">Intel Gaming</a>,
<a href="https://community.amd.com/t5/radeon-pro-graphics/bg-p/amd-radeon-pro-graphics">AMD Radeon Pro</a> and
<a href="https://community.amd.com/t5/gaming/bg-p/gaming-blogs">AMD Gaming</a>,
<a href="https://psgraphics.blogspot.com/">Pete Shirley's Graphics Blog</a>,
<a href="https://blog.yiningkarlli.com/">Code & Visuals</a>,
<a href="https://blog.mecheye.net/">Clean Rinse</a>,
<a href="https://www.gamedeveloper.com/blogs">Game Developer</a>,
and
<a href="https://www.gamedev.net/">GameDev.net</a>, which links to developer blogs and devlogs.
Not active in the past two years, but still with some worthwhile posts:
<a href="https://www.humus.name/">Humus</a>,
<a href="https://diaryofagraphicsprogrammer.blogspot.com/">Diary of a Graphics Programmer</a>,
<a href="https://graphicrants.blogspot.com/">Graphics Rants</a>,
<a href="https://seblagarde.wordpress.com/">Sébastien Lagarde</a>,
<a href="https://roar11.com/blog/">Roar11.com</a>,
<a href="https://meshlabstuff.blogspot.com/">Meshlab</a>,
<a href="https://casual-effects.blogspot.com/">Casual Effects</a>,
<a href="https://tomforsyth1000.github.io/blog.wiki.html">TomF's Tech Blog</a>,
<a href="https://bitsquid.blogspot.com/">Stingray</a>,
<a href="https://mmikkelsen3d.blogspot.com/">Mikkelsen and 3D Graphics</a>,
<a href="https://industrialarithmetic.blogspot.com/">Industrial Arithmetic</a>,
<a href="https://igetyourfail.blogspot.com/">I Get Your Fail</a> (brilliant),
<a href="https://prideout.net/blog/">The Little Grasshopper</a>,
<a href="https://legalizeadulthood.wordpress.com/category/computers/programming/directx/">Legalize Adulthood!</a>,
<a href="https://realtimecollisiondetection.net/blog/">realtimecollisiondetection.net</a>,
<a href="https://www.beyond3d.com/">Beyond3D</a>,
<a href="https://gates381.blogspot.com/">G Blog</a>,
<a href="https://bittermanandy.wordpress.com/">Pandemonium</a>,
<a href="https://www.openglsuperbible.com/blog/">OpenGL Superbible</a>,
and
<a href="https://pixelstoomany.wordpress.com/">Pixel, Too Many...</a>.
You'll often find yet more blogs linked from these pages.
<LI><b><a href="https://www.realtimerendering.com/realartifacts/">Real Artifacts</a></b> - a collection of real-world rendering bugs, hosted here.
</OL>
Special bonus site: you need to visit it only once, but <a href="http://sourceforge.net/projects/maxima/">Maxima</a>
is worth listing here. It is a free version of Macsyma (which is similar to Mathematica
and Maple). If you work with equations and do not have $1500 to spare, you need
this.
<P>If you know a site that you're simply shocked we don't list here, please <a href="mailto:[email protected]">let me know</a>.
<a name="hosted">
<P><B>Resources Hosted Onsite</B><P>
</a>
Beyond the <a href="https://www.realtimerendering.com/books.html">books list</a> and <a href="https://www.realtimerendering.com/intersections.html">object/object intersections page</a>, the major resources hosted here are:
<UL>
<LI><a href="https://realtimerendering.com/kesen"><b>Ke-Sen Huang's conference pages</b></a> - links to conference articles and related materials.
<LI><a href="https://realtimerendering.com/advances"><b>Advances in Real-Time Rendering in 3D Graphics and Games</b></a> - the course materials from SIGGRAPH 2010 on.
<LI><a href="https://openproblems.realtimerendering.com/"><b>Open Problems in Real-Time Rendering</b></a> - the course materials from SIGGRAPH 2015 on.
<LI><a href="https://nextgenapis.realtimerendering.com/"><b>An Overview of Next-Generation Graphics APIs</b></a> - the course materials from SIGGRAPH 2015.
<LI><a href="https://stylized.realtimerendering.com/"><b>Stylized Rendering in Games</b></a> - the course materials from SIGGRAPH 2010.
<LI><a href="https://www.realtimerendering.com/downloads/MobileCrossPlatformChallenges_siggraph.pdf"><B>Unity: iOS and Android -
Cross-Platform Challenges and Solutions</B></a> - at SIGGRAPH 2012 Renaldas Zioma presented this talk about mobile development. I liked it so much I asked to host it.
<LI><a href="https://www.realtimerendering.com/fgl/"><b>Fantasy Graphics League</b></a> - an ancient (2000-2005) yearly series of contests at picking the best research lab. All Eric can say about this is that Ren Ng told him, "I once saw an unnamed professor yell at a student to finish an argument, 'Oh yeah? Well come to talk to me when you're worth 400 Quatloos on Fantasy Graphics League.'"
<LI><a href="https://www.realtimerendering.com/globillum/"><b>Globillum mailing list archives</b></a> - the archive of the global illumination mailing list, which had discussions about all sorts of topics in its day.
</UL>
<a name="programs">
<P><B>Computer Programs and Services</B></P>
</a>
Here are some computer programs and services we like, in rough order of awesomeness.
<UL>
<LI><a href="https://www.dropbox.com">Dropbox</a> - you should know this already, but just in case: creates a special folder that is shared among three of your machines for free. You can also share with others privately or publicly. There are competitors, such as OneDrive.
<LI><a href="https://www.mythicsoft.com/agentransack/">Agent Ransack</a> is pretty good at searching sets of files for various strings.
<LI><a href="https://www.voidtools.com/">Everything</a> finds files and folders instantly.
<LI><a href="https://ninite.com/">Ninite</a> - installing stuff on a new PC? Save yourself an hour or two by just checking off the things you want and getting one program to install them all, without prompts (you can also rerun the .exe at any time to update everything you installed). Also a nice site for finding programs to try out.
<LI><a href="https://www.diskanalyzer.com/">WizTree</a> and <a href="https://windirstat.net/">WinDirStat</a> (<a href="https://www.derlien.com/">Disk Inventory X</a> on the Mac) - shows where all your disk space has gone in an excellent visual fashion. WizTree is new and much faster than WinDirStat. Try clicking on everything you see in the display to get more info, delete, etc. Free.
<LI><a href="https://www.scootersoftware.com/">Beyond Compare</a> - an excellent file comparison program. It even compares images, also showing their alpha layer. Shareware, but the trial gives 30 days <i>of use</i>. Our review <a href="https://www.realtimerendering.com/blog/utilities/">here</a>.
<LI><a href="https://licecap.en.softonic.com/">LICEcap</a> - icky name, nice utility for creating animated GIFs of what's happening on the screen. Use this for capturing program behavior, to show what problem a bug is causing.
<LI><a href="https://sourceforge.net/projects/cppcheck/">cppcheck</a> - easy to use and free, it will probably find some coding errors that your compiler didn't notice. More about it <a href="https://www.realtimerendering.com/blog/cppcheck-free-easy-and-great/">here</a>.
<LI><a href="https://code.visualstudio.com/">Visual Studio Code</a> - the most confusing name for a product ever, it has nothing to do with the Visual Studio IDE. A nice, free text editor, good for JavaScript development in particular.
<LI><a href="https://www.assimp.org/">Assimp</a> is an open source library that <a href="https://github.com/assimp/assimp/blob/master/doc/Fileformats.md">reads a wide variety of 3D model file formats and writes out a few. It also can perform some mesh clean-up functions.
<LI>Simple 3D model reader code: <a href="https://github.com/tinyobjloader/tinyobjloader">tiny OBJ loader</a> and <a href="https://github.com/syoyo/tinygltf">tiny glTF loader</a>.
<LI><a href="https://www.meshlab.net/">MeshLab</a> is a free package that's good for mesh manipulation and translation. It's got rough edges all over - expect crashes and lockups on advanced functionality - but it's got a huge range of functions.
<LI>3D Viewers: there are lots. Meshlab, mentioned above, does not handle transparency well. We particularly like <a href="https://www.realtimerendering.com/erich/minecraft/public/mineways/g3d.zip">G3D Viewer</a> (<a href="https://casual-effects.com/g3d/www/index.html">full website</a>) and <a href="https://www.autodesk.com/products/fbx/fbx-review">FBX Review</a>.
<LI>Screen capture: we've looked far and wide. <a href="https://www.faststone.org/FSCaptureDetail.htm">FastStone Capture</a> is shareware that costs $20, but does a lot, including annotation. <a href="https://getgreenshot.org/">Greenshot</a> is a favorite free one.
<LI>Image viewers: it's a matter of taste and needs. <a href="https://www.irfanview.com/">IrfanView</a>, <a href="https://www.xnview.com/en/">XnView</a>, and <a href="https://www.faststone.org/">FastStone Image Viewer</a> are popular generic viewers. <a href="http://www.amnoid.de/ddsview/">ddsview</a> lets you look at mipmap levels (for DDS) and examine colors and alpha easily (plus source code is available).
<LI>Video editing: <a href="https://obsproject.com/">OBS Studio</a> is reasonable; you can even use it to run conferences. The free version of <a href="https://www.blackmagicdesign.com/products/davinciresolve/">DaVinci Resolve</a> is supposed to be quite good. <a href="https://mifi.no/losslesscut/">LosslessCut</a> is wonderful for simple edits, such as trimming out bits from a video, and saves the results instantly and losslessly without changing the data format.
<LI><a href="https://www.glarysoft.com/glary-utilities/">Glary Utilities</a>, free for home use, has worthwhile cleanup tools and other utilities.
<LI>Debugging: start with <a href="https://renderdoc.org/">RenderDoc</a> if you need a graphics debugger.
<LI>Shader-related: <a href="https://www.geeks3d.com/20100518/nshader-visual-studio-syntax-highlighter-for-glsl-hlsl-and-cg-languages/">NShader</a> adds syntax highlighting for shaders developed in Visual Studio, or you can get most of the way there in MSVC by "Options | Text Editor | File Extension" and setting extension .fx (.fxh, etc.), choosing Microsoft Visual C++, then clicking "Add". I suspect there are more options out there. Other shader-related tools are described <a href="https://www.realtimerendering.com/blog/tools-tools-tools/">here</a>.
<LI>iPad: our only recommendation is <a href="https://www.goodreader.com/">GoodReader</a> - lets you stuff and view documents onto your iPad, syncs nicely with Dropbox.
<LI>Performance: there are many tools in this area, <a href="https://www.realtimerendering.com/blog/tools-tools-tools/">here's an (old) start</a>.
<LI>For newer performance tools and much, much else, see <a href="https://c0de517e.com/016_tools_that_I_use.htm">Angelo Pesce's massive tools post</a>.
</td>
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