- http://www.yiningkarlli.com/about/
- peter kutz ,yining lark li, tunabrain
- http://blog.yiningkarlli.com/2015/02/bidirectional-pathtracing-integrator.html
- https://graphics.cg.uni-saarland.de/fileadmin/cguds/papers/2012/georgiev_sa2012/georgiev_sa2012.pdf
- https://github.com/StoneBird/Project3-CUDA-Path-Tracer
- https://benedikt-bitterli.me/bachelor-thesis.pdf
- https://eheitzresearch.wordpress.com/240-2/
- https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxwYXRodHJhY2luZ3Jldm9sdXRpb258Z3g6MzU0NWRhMjc3NjM3YjEwNw
- http://luthuli.cs.uiuc.edu/~daf/courses/rendering/papers/lafortune96rendering.pdf
- https://www.solidangle.com/research/egsr2012_volume.pdf
- https://udn.epicgames.com/Three/BokehDepthOfField.html
- https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/DepthOfField/index.html
- bokeh geometry shader
- https://mynameismjp.wordpress.com/2011/02/28/bokeh/
- http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-part-1/
- https://www.khronos.org/vulkan/
- http://renderdoc.org/vulkan-in-30-minutes.html
- https://developer.nvidia.com/Vulkan
- https://developer.nvidia.com/opengl-vulkan
- http://gpuopen.com/say-hello/
- https://github.com/SaschaWillems/Vulkan (examples)
- https://www.khronos.org/files/vulkan10-reference-guide.pdf
- https://www.khronos.org/registry/vulkan/specs/1.0/xhtml/vkspec.html (specs)
- http://gpuopen.com/using-the-vulkan-validation-layers/ (using validation layers)
- https://github.com/nvpro-pipeline/vkcpp (vkcpp, c++, safe vulkan)
sRGB learning curve
https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm
Color Math
http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf
The Importance of Terminology and sRGB Uncertainty
http://colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/
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fbo, tex, vbo, vao, shader | |
transform | |
fbo + shader = pass | |
vbo + vao = geometry | |
fbo + tex = rendertarget | |
shader = material | |
geoemtry + transform + material = mesh |
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#include "stdio.h" | |
#include <iostream> | |
#define SCREEN_WIDTH 640 | |
#define SCREEN_HEIGHT 480 | |
#define STEPS 10 | |
#define BLACK Color(0, 0, 0) | |
struct Color |
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-------------------------------------------------------------------------------- | |
-------------- sta je svetlo --------------------------------------------------- | |
-------------------------------------------------------------------------------- | |
sta je, kako nastaje, kako ga mi primecujemo | |
EM, fotoni | |
-------------------------------------------------------------------------------- | |
-------------- rasterizacija vs raytracing ------------------------------------- |
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