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PRANCKEVICIUS A.: [*HDR with MSAA demo (2005)*](http://aras-p.info/projHDR.html), 2005.
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TURÁNSKI J.: [*How to Resolve an MSAA DepthBuffer*](https://turanszkij.wordpress.com/2016/11/13/how-to-resolve-an-msaa-depthbuffer/), 2016.
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TURÁNSKI J.: [*How to Resolve an MSAA DepthBuffer*](https://turanszkij.wordpress.com/2016/11/13/how-to-resolve-an-msaa-depthbuffer/), 2016.
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### <aname="SSS-Assembly"></a>Assembly
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@@ -89,7 +89,7 @@ BOCCARA J.: [*How to choose good names in your code*](https://www.fluentcpp.com/
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BOCCARA J.: [*std::iterator is deprecated: Why, What It Was, and What to Use Instead*](https://www.fluentcpp.com/2018/05/08/std-iterator-deprecated/), 2018.
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BOCCARA J.: [*The Incredible Const Reference That Isn’t Const*](https://www.fluentcpp.com/2018/07/13/the-incredible-const-reference-that-isnt-const/), 2018.
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BOCCARA J.: [*The Incredible Const Reference That Isn’t Const*](https://www.fluentcpp.com/2018/07/13/the-incredible-const-reference-that-isnt-const/), 2018.
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BOCCARA J.: [*The Interface Principle in C++*](https://www.fluentcpp.com/2017/06/20/interface-principle-cpp/), 2017.
FREE SOFTWARE FOUNDACTION INC.: [*Where’s the Template?*](https://gcc.gnu.org/onlinedocs/gcc/Template-Instantiation.html), 2017.
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FREE SOFTWARE FOUNDACTION INC.: [*Where’s the Template?*](https://gcc.gnu.org/onlinedocs/gcc/Template-Instantiation.html), 2017.
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GALEA V.: [*Rapid Prototyping of Graphics Shaders in Modern C++*](https://www.youtube.com/watch?v=8FoAxasNssA&feature=youtu.be&a=), *CppCon 2018*, 2018.
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@@ -185,21 +185,21 @@ MEYERS S.: [*Universal References in C++11*](https://isocpp.org/blog/2012/11/uni
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METZ A.: [*Functions of Variants are Covariant*](https://arne-mertz.de/2018/06/functions-of-variants-are-covariant/), 2018.
MIKLOJCIK J. F.: [*Do-while and if-else statements in macros*](https://stackoverflow.com/questions/154136/why-use-apparently-meaningless-do-while-and-if-else-statements-in-macros/154138#154138), 2008.
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MÜLLER J.: [*Guidelines For Rvalue References In APIs*](https://foonathan.net/blog/2018/03/26/rvalue-references-api-guidelines.html), 2018.
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MÜLLER J.: [*Guidelines For Rvalue References In APIs*](https://foonathan.net/blog/2018/03/26/rvalue-references-api-guidelines.html), 2018.
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MÜLLER J.: [*Lazy evaluation of function arguments in C++*](http://foonathan.net/blog/2017/06/27/lazy-evaluation.html), 2017.
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MÜLLER J.: [*Lazy evaluation of function arguments in C++*](http://foonathan.net/blog/2017/06/27/lazy-evaluation.html), 2017.
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MÜLLER J.: [*std::string_view accepting temporaries: good idea or horrible pitfall?*](https://foonathan.net/blog/2017/03/22/string_view-temporary.html), 2017.
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MÜLLER J.: [*std::string_view accepting temporaries: good idea or horrible pitfall?*](https://foonathan.net/blog/2017/03/22/string_view-temporary.html), 2017.
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NASH P.: [*East End Functions*](https://levelofindirection.com/blog/east-end-functions.html), 2018.
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@@ -271,7 +271,7 @@ WARD G.: *The LogLuv Encoding for Full Gamut, High Dynamic Range Images*, *J. Gr
REED N.: [*On Vector Math Libraries*](http://reedbeta.com/blog/on-vector-math-libraries/), 2013.
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REGEHR J.: [*Use of Assertions*](https://blog.regehr.org/archives/1091), 2014.
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REINALTER S.: [*Adventures in data-oriented design – Part 3a: Ownership*](https://blog.molecular-matters.com/2013/05/02/adventures-in-data-oriented-design-part-3a-ownership/), 2013.
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REINALTER S.: [*Adventures in data-oriented design – Part 3a: Ownership*](https://blog.molecular-matters.com/2013/05/02/adventures-in-data-oriented-design-part-3a-ownership/), 2013.
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SEWARD J.: [*Dr Memory: a memory-checking tool for Windows*](https://blog.mozilla.org/jseward/2015/10/05/dr-memory-a-memory-checking-tool-for-windows/), 2015.
TAKESHIGE M.: [*The Basics of GPU Voxelization*](https://developer.nvidia.com/content/basics-gpu-voxelization), 2015.
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TURÁNSKI J.: [*Abuse the immediate constant buffer*](https://turanszkij.wordpress.com/2016/11/13/abuse-the-immediate-constant-buffer/), 2016.
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TURÁNSKI J.: [*Abuse the immediate constant buffer*](https://turanszkij.wordpress.com/2016/11/13/abuse-the-immediate-constant-buffer/), 2016.
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YUSOV E.: [*Designing A Modern Cross-Platform Graphics Library*](https://www.gamedev.net/articles/programming/graphics/designing-a-modern-cross-platform-graphics-library-r4807/), 2017.
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@@ -440,13 +440,13 @@ FRISVAD, J. R.: *Building an Orthonormal Basis from a 3D Unit Vector Without Nor
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HILLAIRE S.: [*Crytek's Best Fit Normals*](http://sebh-blog.blogspot.be/2010/08/cryteks-best-fit-normals.html), 2010.
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HUGHES, J. F., MÖLLER, T.: *Building an Orthonormal Basis from a Unit Vector*, *Journal of Graphics Tools* 4, 4, 1999.
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HUGHES, J. F., MÖLLER, T.: *Building an Orthonormal Basis from a Unit Vector*, *Journal of Graphics Tools* 4, 4, 1999.
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KAPLANYAN A.: *Cryengine 3: Reaching the speed of light*, *SIGGRAPH: Advances in Real-time Rendering*, 2010.
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LENGYEL E.: *Foundations of Game Engine Development, Volume 1: Mathematics*, 1st Edition, Terathon Software LLC, 2016.
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MITTRING M.: *A bit more deferred – CryEngine3*, *Triangle Game Conference*, 2009.
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MITTRING M.: *A bit more deferred – CryEngine3*, *Triangle Game Conference*, 2009.
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MOULIN M.: [*Creating a view frustum in local/world/camera space using SIMD*](https://matt77hias.github.io/blog/culling/2017/08/24/creating-a-view-frustum.html), 2017.
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@@ -472,7 +472,7 @@ WANG T.: [*Integer Hash Function*](https://gist.github.com/badboy/6267743), 1997
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WILSON P.: [*G-Buffer Normals and Trig Lookup Textures*](http://www.garagegames.com/community/blogs/view/15340), 2008.
SMITH B.: *Geometrical shadowing of a random rough surface*, *IEEE Trans. Ant. and Propagation* 15, 5, 1967.
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STEVENS J.: [*Physically Based Rendering Algorithms: A Comprehensive Study In Unity3D*](http://www.jordanstevenstechart.com/physically-based-rendering), 2016.
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TORRANCE K., SPARROW E.: *Theory for Off-specular Reflection from Roughened Surfaces*, *Journal of the Optical Society of America* 65, 5, 1975.
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TURÁNSKI J.: [*Voxel-based Global Illumination*](https://turanszkij.wordpress.com/2017/08/30/voxel-based-global-illumination/), 2017.
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TURÁNSKI J.: [*Voxel-based Global Illumination*](https://turanszkij.wordpress.com/2017/08/30/voxel-based-global-illumination/), 2017.
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VEACH E.: *Robust Monte Carlo Methods for Light Transport Simulation*, *PhD thesis*, Stanford University, 1998.
COURRÈGES A.: [*GTA V - Graphics Study - Part 3: Post Processing Effects*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/), 2015.
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COURRÈGES A.: [*GTA V - Graphics Study - Part 3: Post Processing Effects*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/), 2015.
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GUSTAFSSON D.: [*Bokeh depth of field in a single pass*](http://tuxedolabs.blogspot.be/2018/05/bokeh-depth-of-field-in-single-pass.html), 2018.
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@@ -586,7 +586,7 @@ REED N.: [Circle of Confusion From The Depth Buffer](http://www.reedbeta.com/blo
SHARMA S.: [*Bokeh Vs DOF — The Difference Between The Two*](https://www.apnphotographyschool.com/concepts/bokeh-vs-dof-the-difference-between-the-two/), 2011.
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SHARMA S.: [*Bokeh Vs DOF — The Difference Between The Two*](https://www.apnphotographyschool.com/concepts/bokeh-vs-dof-the-difference-between-the-two/), 2011.
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### <aname="SSS-Scene-Graphs"></a>Scene Graphs
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@@ -604,7 +604,7 @@ EISEMANN E., SCHWARZ M., ASSARSSON U., WIMMER M.: Real-Time Shadows, 1st Edition
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