Graphics Blogroll
In no particular order, my list of cool computer graphics (or adjacent) blogs:
- Amit Patel
- Interactive algorithm visualizations
- Highlight: Introduction to A*
- Inigo Quilez
- 3D SDF rendering and shadertoy
- Highlight: 3D SDF Index
- Fabian Giesen
- Graphics programming, compression, comp arch, optimization
- Highlight: A trip through the Graphics Pipeline 2011
- Bart Wronski
- Image/signal processing, real-time rendering, linear algebra
- Highlight: Why are video game graphics still a challenge?
- Nicky Case
- ‘Explorable’ real-world models, mental health
- Highlight: Parable of the Polygons
- Bartosz Ciechanowski
- Highly detailed interactive explainers
- Highlight: Cameras and Lenses
- Alan Zucconi
- Misc. game dev
- Highlight: Introduction to Procedural Animations
- Marc Ten Bosch
- Higher-dimensional physics, math
- Highlight: Let’s remove Quaternions from every 3D Engine
- Alan Wolfe
- Image/signal processing, real-time graphics, math
- Highlight: Fast Voronoi Diagrams and Distance Fields with Jump Flooding
- Fabien Sanglard
- Retro game dev, graphics programming, game engines
- Highlight: Deciphering the Postcard Sized Pathtracer
- Matt Pettineo
- Graphics programming, real-time rendering
- Highlight: Attack of the Depth Buffer
- Aras Pranckevičius
- Misc. graphics, optimization, compilers
- Highlight: “Modern” C++ Lamentations
- Ben Golus
- Graphics programming, shaders
- Highlight: The Quest for Very Wide Outlines
- Kostas Anagnostou
- Graphics programming, rendering
- Highlight: Raytraced Global Illumination Denoising
- Adrian Courrèges
- Real-time rendering
- Highlight: DOOM 2016 Graphics Study
- Raph Levien
- 2D rendering, GPU programming
- Highlight: Swapchains and Frame Pacing
- Matt Pharr
- Rendering, optimization
- Highlight: Rendering Moana with pbrt
- János Turánszki
- Real-time rendering, game engines
- Highlight: Voxel-based Global Illumination
- Arseny Kapoulkine
- Real-time rendering, optimization
- Highlight: Writing an efficient Vulkan renderer
- Daniel Holden
- Animation, geometry, game dev
- Highlight: Game Developer’s Spring-Roll-Call
- Dennis Gustafsson
- Real-time rendering, game dev, GPU programming
- Highlight: Bokeh depth of field in a single pass
- Mykhailo Moroz
- Computational physics, rendering and other random stuff
- Highlight: Visualizing General Relativity
- Jeremy Ong
- Computer graphics, C++
- Highlight: Graphics Pipelines for Young Bloods
Inactive
These blogs are very infrequently updated or haven’t been updated in years.
- Jonathan Blow: Braid/The Witness
- Braid/The Witness development posts
- Highlight: A Shader Trick
- Nicholas McDonald
- Procedural generation, math
- Highlight: Markov Chains for Procedural Buildings
- Isaac Dykeman
- Procedural generation, real-time graphics
- Highlight: Procedural Worlds from Simple Tiles
- Christer Ericson
- Graphics programming, real-time physics, game dev
- Highlight: Order your graphics draw calls around!
- Philippe Decaudin
- Real-time graphics
- Highlight: Volumetric Billboards
- Emil Persson
- Graphics programming, game dev
- Highlight: Rules of Optimization
- Leif Erkenbrach
- Graphics programming
- Highlight: Voxel Cone Traced Global Illumination
- Clean Rinse
- Graphics programming
- Highlight: Why are 2D vector graphics so much harder than 3D?
- Brian Karis
- Graphics programming, math
- Highlight: Specular BRDF Reference
- Wolfgang Engel
- Graphics programming
- Highlight: Triangle Visibility Buffer
- Ángel Ortiz
- Graphics programming
- Highlight: A Primer On Efficient Rendering Algorithms & Clustered Shading
- Setosa
- Interactive explainers
- Highlight: Eigenvectors and Eigenvalues
- Kosmonaut Games
- Graphics programming, real-time rendering
- Highlight: Signed Distance Field Rendering Journey
- Jamie Wong
- Simulation, geometry, software dev
- Highlight: Ray Marching and Signed Distance Fields
- Shader Bits
- Shaders, unreal engine
- Highlight: Creating a Volumetric Ray Marcher
- Miguel Cepero
- Procedural generation, voxels
- Highlight: From Voxels to Polygons
- 0 FPS
- Geometry, procedural generation, voxels
- Highlight: Meshing in a Minecraft Game
- Andrew Pham
- Graphics programming
- Highlight: Spherical Harmonics
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