This is a collection of computer graphics related courses, books, tutorials, articles, blogs, resources, researcher homepages, lab homepages, video channels, open source projects, websites, etc.
Here are some useful tips for you to find what you want:
- You can now find the autogenerate table of contents in the top left corner (provided by GitHub).
Open-source Renderers | |
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mmp/pbrt-v3 | The renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys. |
mmp/pbrt-v4 | This is an early release of pbrt-v4, the rendering system that will be described in the (eventually) forthcoming fourth edition of Physically Based Rendering: From Theory to Implementation. |
mitsuba-renderer/mitsuba | Mitsuba is a research-oriented rendering system in the style of PBRT, from which it derives much inspiration. |
mitsuba-renderer/mitsuba2 | Mitsuba 2 is a research-oriented rendering system written in portable C++17. |
shiinamiyuki/AkariRender | AkariRender is a highly modular CPU/GPU physically based renderer written in C++17. |
AirGuanZ/Atrc | Offline rendering lab based on ray tracing. |
Mike-Leo-Smith/LuisaRender | High-Performance Renderer on GPU. |
neverfelly/misaki-render | A modular physically-based photorealistic global illumination renderer. |
FaithZL/Paladin | |
shiinamiyuki/minpt | Small yet (almost) complete modern path tracer. |
JiayinCao/SORT | Simple Open-source Ray Tracer. |
g1n0st/AyaRay | A Modern C++ Windows-platform physically based renderer developing by Chang Yu. |
tunabrain/tungsten | High performance physically based renderer in C++11. |
google/filament | Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform. |
appleseedhq/appleseed | A modern open source rendering engine for animation and visual effects. |
jbikker/lighthouse2 | Lighthouse 2 framework for real-time ray tracing. |
harskish/fluctus | An interactive OpenCL wavefront path tracer. |
Courses | |
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GAMES101: 现代计算机图形学入门 (bilibili) |
GAMES101 本课程将全面而系统地介绍现代计算机图形学的四大组成部分:(1)光栅化成像,(2)几何表示,(3)光的传播理论,以及(4)动画与模拟。每个方面都会从基础原理出发讲解到实际应用,并介绍前沿的理论研究。通过本课程,你可以学习到计算机图形学背后的数学和物理知识,并锻炼实际的编程能力。 Taught by @Lingqi Yan. |
GAMES202: 高质量实时渲染 (bilibili) |
GAMES202 本课程将全面地介绍现代实时渲染中的关键问题与解决方法。由于实时渲染 (>30 FPS) 对速度要求极高,因此本课程的关注点将是在苛刻的时间限制下,人们如何打破速度与质量之间的权衡,同时保证实时的高速度与照片级的真实感。 Taught by @Lingqi Yan. |
Rendering Algorithms (Fall21) | Dartmouth This class focuses on advanced 3D graphics techniques for realistic image synthesis. You will learn how light interacts with objects in the real world, and how to translate the underlying math and physics into practical algorithms for rendering photorealistic images. Taught by @Wojciech Jarosz. |
Introduction to Computer Graphics | UCSB CS180 This course is an introduction to the foundations of three-dimensional computer graphics. Topics covered include 2D and 3D transformations, Rasterization based interactive 3D graphics, shading and reflectance models, texture mapping, geometric modeling using Bézier and B-Spline curves, ray tracing, and animation. There will be an emphasis on both the mathematical and geometric aspects of graphics, as well as the ability to write fully functional 3D graphics programs. Taught by @Lingqi Yan. |
Real-Time High Quality Rendering | UCSB CS291A In this course, we will review the history and some of the recent ideas that seek to bridge the gap between realism and interactivity. We will focus on the use of complex lighting and shading within limited computation time. Specifically, topics will cover programmable shaders, real-time shadows, interactive global illumination, image-based rendering, precomputed rendering, adaptive sampling and reconstruction, and real-time ray tracing. Taught by @Lingqi Yan. |
Introduction to Offline Rendering | UCSB CS190I This course will teach you everything about offline rendering, so you will be able to write a fully functional industry-level renderer (such as Disney's Hyperion and Pixar's RenderMan) that produces stunning graphics. Topics in this course will cover the physics of light, the rendering equation, Monte Carlo integration, path tracing, physically-based reflectance models, participating media, other advanced light transport methods, production rendering approaches, and so on. Taught by @Lingqi Yan. |
TU Wien Rendering/Ray Tracing Course (YouTube) |
TU WIEN Rendering This course aims to give an overview of basic and state-of-the-art methods of rendering. Offline methods such as ray and path tracing, photon mapping and many other algorithms are introduced and various refinement are explained. Taught by @Károly Zsolnai-Fehér. |
Computer Graphics (Fall18) | Dartmouth This course provides a broad introduction to the mathematical and programmatic foundations of computer graphics, including modeling, rendering (drawing), and animating three-dimensional scenes. Taught by @Wojciech Jarosz. |
Introduction to Computer Graphics and Imaging | Stanford CS148 This is the introductory prerequisite course in the computer graphics sequence which introduces students to the technical concepts behind creating synthetic computer generated images. |
Interactive Computer Graphics | Stanford CS248 This course provides a comprehensive introduction to computer graphics, focusing on fundamental concepts and techniques, as well as their cross-cutting relationship to multiple problem domains in interactive graphics (such as rendering, animation, geometry, image processing). |
Image Synthesis Techniques | Stanford CS348b This course provides a broad overview of the theory and practice of making photo-realistic imagery. Rendering is treated as a problem in modeling and simulating the physics of light and appearance. |
Computer Graphics | CMU 15-462/662 This course provides a comprehensive introduction to computer graphics. Focuses on fundamental concepts and techniques, and their cross-cutting relationship to multiple problem domains in graphics (rendering, animation, geometry, imaging). |
Computer Graphics - AS 19 | ETH This course covers some of the fundamental concepts of modern computer graphics. The main topics of the course are modeling and rendering. During the course, we will discuss how digital 3D scenes are represented and modeled, and how a realistic image can be generated from a digital representation of a 3D scene. Taught by Computer Graphics Laboratory (CGL). |
Physically-based Simulation - AS 19 | ETH Physically-based simulations are fundamental to many applications of computer graphics, including 3D video games, animated movies and films, or virtual surgery. This course introduces the physical concepts as well as the numerical methods required for simulating deformable objects, fluids, rigid bodies, and other physical systems. The material covered in this lecture ranges from simple mass-spring systems to advanced topics such as finite elements. Taught by Computer Graphics Laboratory (CGL). |
COS 426 Computer Graphics (Spring19) | Princeton COS 426 This course will study topics in computer graphics, covering methods in image processing, modeling, rendering, and animation. |
COS 526 Advanced Computer Graphics (Fall16) | Princeton COS 526 This course will study advanced topics in computer graphics, covering methods in computational photography, geometric modeling, photorealistic rendering, and other topics in computer graphics. |
Physically Based Rendering and Material Appearance Modelling | DTU 02941 This course takes its outset in the appearance of real world materials. The goal is to get as close as possible to replicating the appearance of real materials by computer graphical rendering based on mathematical/physical models. |
Interactive 3D Graphics by Autodesk | Udacity CS291 This class will teach you about the basic principles of 3D computer graphics: meshes, transforms, cameras, materials, lighting, and animation. Taught by @Eric Haines |
Computer Graphics and Imaging | Berkeley cs184/284a This course provides a broad introduction to the fundamentals of computer graphics. The main areas covered are modeling, rendering, animation and imaging. Topics include 2D and 3D transformations, drawing to raster displays, sampling, texturing, antialiasing, geometric modeling, ray tracing and global illumination, animation, cameras, image processing and computational imaging. There will be an emphasis on mathematical and geometric aspects of graphics, and the ability to write complete 3D graphics programs. |
Introduction To Computer Graphics | Brown CS123 This course offers an in-depth exploration of fundamental concepts in 2D and 3D computer graphics. It introduces 2D raster graphics techniques, including scan conversion, simple image processing, interaction techniques and user interface design. The bulk of the course is devoted to 3D modeling, geometric transformations, and 3D viewing and rendering. A sequence of assignments culminates in a simple geometric modeler and ray tracer. C++ and the graphics library OGL are used throughout the course, as is shader programming on the GPU, taught from the first lab onwards. The final project is typically a small group project spec'd and implemented by the group using shaders to create special effects. |
Introduction To Computer Graphics | Cornell CS4620 The study of creating manipulating, and using visual images in the computer. |
SIGGRAPH Courses | |
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Path tracing in production | This is the web page for the SIGGRAPH courses on path tracing in production. |
Books | |
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Fundamentals of Computer Graphics, 4th Edition | Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. |
Computer Graphics: Principles and Practice, 3rd Edition (book website) |
In this book, we explain the principles, as well as the mathematics, underlying computer graphics--knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects. |
Real-Time Rendering, 4th Edition (book website) |
This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces. |
Physically Based Rendering: From Theory To Implementation, Third Edition (read for free) |
Physically Based Rendering describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as “literate programming” combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The ideas and software in this book show the reader how to design and employ a full-featured rendering system capable of creating stunning imagery. |
Robust Monte Carlo Methods for Light Transport Simulation (thesis website) |
Eric Veach. PhD Thesis, Stanford University, 1997 Nearly 20 years later, this monster thesis is still relevant when it comes to developing rendering algorithms. Introduces Monte Carlo rendering methods, multiple importance sampling, bidirectional path tracing, Metropolis Light Transport |
Advanced Global Illumination (authors' site, Google Books sample) |
This book provides the reader with a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. |
《Ray Tracing in One Weekend》series (read for free) |
Peter Shirley's The Ray Tracing in One Weekend series of books |
《Ray Tracing Gems》 (book website) |
This book is a collection of articles focused on ray tracing techniques for serious practitioners. Like other "gems" books, it focuses on subjects commonly considered too advanced for introductory texts, yet rarely addressed by research papers. |
Tutorials | |
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Nori 2 | Nori is a minimalistic ray tracer written in C++. It runs on Windows, Linux, and Mac OS and provides a foundation for the homework assignments in the course Advanced Computer Graphics taught at EPFL. |
darts | darts is a minimalistic skeleton for a Monte Carlo ray tracer, written in C++17. The name is an acronym for The Dartmouth Academic Ray Tracer Skeleton while also being a nod to the random dart-throwing-like process involved in Monte Carlo ray tracing. It runs on recent versions of Windows, Linux, and macOS and provides the foundation for the programming assignments we'll be doing in this class. |
The Graphics Codex | by Morgan McGuire |
Scratchapixel 2.0 | 32 lessons, 166 chapters, 450,000 words, C++ source code |
Windows渲染引擎入门 | by MaxwellGeng |
Vulkan 渲染器开发实战小师班 | by SaeruHikari |
Learn Vulkan | |
Vulkan Tutorial | |
Learn OpenGL (English, Chinese) |
The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understand fashion with clear examples, while also providing a useful reference for later studies. |
Joey de Vries OpenGL Tutorials | OpenGL |
Pixar in a Box: Rendering | by Pixar |
The Book of Shaders | |
3d-game-shaders-for-beginners | |
Daily Pathtracer | by Aras Pranckevičius |
Tiny renderer or how OpenGL works | software rendering in 500 lines of code |
Rasterization in One Weekend | by Tayfun Kayhan |
Articles | |
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什么是计算机图形学 什么是深度学习? 数学在计算机图形学中的应用 |
by 刘利刚 |
系统的学习计算机图形学,有哪些不同阶段的书籍的推荐? | Q&A |
现阶段应该怎么学习计算机图形学呢? | Q&A |
光线追踪与实时渲染的未来 | by Edward Liu |
基于物理着色 (1, 2, 3, 4) |
by Edward Liu |
How to Start Learning Computer Graphics Programming (Chinese) |
by Eric Arnebäck |
Finding Your Home in Game Graphics Programming | by Alex Tardif |
Bidirectional Path Tracing series | by Wei-Feng Wayne Huang |
BSSRDF Importance Sampling series | by Wei-Feng Wayne Huang |
Blogs | (Back to TOC) |
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A Graphics Guy's Note | Jiayin Cao's some random notes about computer graphics. |
Rendering Memo | Wei-Feng Wayne Huang, Walt Disney Animation Studio rendering software developer. |
Self Shadow | Walt Disney Animation Studio rendering software developer. I worked on few film production renderers@self_shadow has been collecting Siggraph courses/papers links for many years: Especially interesting are the Physically Based Shading in Theory and Practice course presentations. |
Code & Visuals | Yining Karl Li, computer graphics senior software engineer at Walt Disney Animation Studios working on Disney's in-house production physically based renderer, Hyperion. |
INTERPLAY OF LIGHT | "This blog is my scratchpad for graphics techniques I try and experiment with." by @Kostas Anagnostou |
Alan Zucconi | author of the book Unity 2018 Shaders and Effects Cookbook |
Linden Reid | Procedural geometry & graphics tutorials A game developer at Blizzard |
Harold Serrano | Creator of the Untold Engine |
Behind the Pixels | Edward(Shiqiu) Liu, a Senior Real Time Rendering Engineer at NVIDIA |
iquilezles | Inigo Quilez |
JOEY DE VRIES | Joey, author of learnopengl.com |
Coding Labs | |
TYLER HOBBS | |
HUMUS | |
Icare3D Blog |
Resources pages | |
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Real-Time Rendering Resources | Resources for Real-Time Rendering |
Ke-Sen Huang's Home Page | A collection of CG papers (from SIGGRAPH, Asia, EG, PG, etc.) |
Rendering Resources | This page offers 32 different 3D scenes that you can use for free in your rendering research, publications and classes. |
Graphics Programming weekly | Update per week, by @Jendrik Illner |
McGuire Computer Graphics Archive | A collection of models. |
Technically Art | by @Harry Alisavakis |
Open-Source Real-Time Rendering Engines and Libs | |
GDCVault | GDC Vault is a trove of in-depth design, technical and inspirational talks and slides from the influencers of the game development industry, taken from over 20 years of the worldwide Game Developers Conferences. |
Graphics Research Tools | by Nvidia |
mattdesl/graphics-resources | A list of graphic programming resources |
Readings on The State of The Art in Rendering | by Kostas Anagnostou |
Readings on Physically Based Rendering | by Kostas Anagnostou |
Advances in Real-Time Rendering in 3D Graphics and Games | the well-established series of SIGGRAPH courses covering late-breaking work and advances in real-time computer graphics |
terkelg/awesome-creative-coding | Creative Coding: Generative Art, Data visualization, Interaction Design, Resources |
eug/awesome-opengl | A curated list of awesome OpenGL libraries, debuggers and resources |
vinjn/awesome-vulkan | A curated list of awesome Vulkan libraries, debuggers and resources. Inspired by awesome-opengl and other awesome-... stuff. |
ericjang/awesome-graphics | This is a curated list of computer graphics tutorials and resources. |
Real-time Rendering Blogs |
Researchers | |
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Benedikt Bitterli | A PhD at Dartmouth College. |
Kun Xu (徐昆) | Associate professor at Graphics and Geometric Computing Group, Tsinghua University. |
Lingqi Yan (闫令琪) | Assistant Professor at UC Santa Barbara. |
Ligang Liu (刘利刚) | A Professor at Graphics & Geometric Computing Laboratory (GCL), school of mathematical sciences USTC. |
Matt Pharr | A research scientist at NVIDIA Research. |
Morgan McGuire | A Professor of Computer Science at Williams College. |
Pradeep Sen | A Professor at UC Santa Barbara. |
Ravi Ramamoorthi | Professor at UC San Diego. |
Thomas Müller | A senior research scientist at NVIDIA Zürich. |
Toshiya Hachisuka | An Associate Professor at The University of Tokyo. |
Wenzel Jakob | An assistant professor leading the Realistic Graphics Lab at EPFL's School of Computer and Communication Sciences. |
Wojciech Jarosz | An Assistant Professor at Dartmouth College. |
Labs | |
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Graphics & Geometric Computing Group | at Tsinghua Univ. |
UCSB MIRAGE Lab | at UCSB |
Visual Computing Lab | at Dartmouth |
Utah Graphics Lab | at Utah |
Realistic Graphics Lab | at EPFL |
Computer Graphics Lab | at ETH Zürich |
Graphics Lab | at Stanford |
Cornell Graphics and Vision Group | at Cornell |
Princeton ImageX Labs | at Princeton |
Carnegie Mellon Graphics Lab | at CMU |
MIT Computer Graphics Group | at MIT |
Center for Visual Computing | at UCSD |
Video Channels | |
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ACMSIGGRAPH | |
The Cherno | C++, Game Engine, ... |
ChiliTomatoNoodle | DirectX & C++ Game Programming, 3D Programming Fundamentals, ... |
MIT OpenCourseWare |
Projects | |
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Intel® Embree | Intel® Embree is a collection of high-performance ray tracing kernels, developed at Intel. |
The Mesa 3D Graphics Library | The Mesa project began as an open-source implementation of the OpenGL specification - a system for rendering interactive 3D graphics. |
The Advanced Rendering Toolkit | ART is a command-line system for physically based image synthesis. |
TAICHI | TAICHI: Open-source computer graphics library |
Intel® Embree | Intel® Embree is a collection of high-performance ray tracing kernels, developed at Intel |
MERL BRDF Database | The MERL BRDF database contains reflectance functions of 100 different materials |
yocto-gl | Tiny C++ Libraries for Data-Driven Physically-based Graphics |
id-Software | id-Software公司的所有游戏的开源代码 |
WebGL Fluid Simulation | |
Scotty3D | 3D graphics software for mesh editing, path tracing, and animation |
Websites | |
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Shadertoy | |
CSRankings: Computer Science Rankings |
Essential Mathematics | |
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Probability Theory for Physically Based Rendering Part 1, Part 2 | by Jacco Bikker. |
Immersive linear Algebra |