This list is an attempt to collect as many free resources about computer graphics- / rendering- techniques, game- / render-engine architecture and optimization techniques. This list doesn't contain every resource that is out there so it'll be expanded in time whenever I find another resource that may help one person or the other.
- Terrain rendering and texturing
- Volumetric rendering
- Ocean and Water Rendering
- Raytracing
- Reflections
- Voxels
- Global Illumination
- Vegetation Rendering
- Atmosphere Rendering
- Animation
- Post Processing
- Text Rendering
- Order-Independent Transparency
- Shadow Mapping
- Anti Aliasing
- [Book] [GPU Gems 2, Chapter 2.] Terrain Rendering Using GPU-Based Geometry Clipmaps
- [Paper] Level of Detail for Real-Time Volumetric Terrain Rendering
- [GDC Talk] GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn
- [GDC Talk] Adaptive Virtual Texture Rendering in Far Cry 4
- [GDC Talk] Ghost Recon Wildlands Terrain Tools and Technology
- [GDC Talk] The Terrain of Halo Wars
- [GDC Talk] Terrain Rendering in Far Cry 5
- [Slides] Terrain Rendering in Far Cry 5
- [Slides] Conservative Mesh Decimation for Collision Detection and Occlusion Culling
- [Blogpost] Terrain Rendering in Games - Basics
- [Tutorial] Rastertek Terrain Tutorial (DX11)
- [Paper] Real-time rendering of volumetric clouds
- [Slides] Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
- [Blogpost] Rendering volumetric clouds using signed distance fields
- [Blogpost] Volumetric Rendering Part 1 (Chris' graphics blog)
- [Blogpost] Volumetric Rendering Part 2 (Chris' graphics blog)
- [Blogpost] Volumetric Clouds (Autodesk Area)
- [Paper] Tessendorf's Simulating Ocean Water
- [GDC Talk] Water Rendering in Far Cry 5
- [Slides] Ocean simulation and rendering in War Thunder
- [Video] Ocean waves simulation with Fast Fourier transform (Unity, theory based)
- [Book] Raytracing in one Weekend
- [Book] Raytracing Gems
- [Book] Raytracing Gems II
- [Paper] Improved Shader and Texture Level of Detail Using Ray Cones
- [Paper] Fast Radius Search Exploiting Ray Tracing Frameworks
- [GDC Talk] The Latest Graphics Technology in Remedy's Northlight Engine
- [Course] Rendering Course Videos (TU Wien, Károly Zsolnai-Fehér)
- [Tutorial] NVIDIA Vulkan Ray Tracing Tutorial
- [Paper] A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering
- [Blogpost] Meshing in a Minecraft Game (Part 1)
- [Paper] Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields
- [Blogpost] Voxel-based Global Illumination (Wicked Engine)
- [Paper] A Scalable and Production Ready Sky and Atmosphere Rendering Technique (Epic Games)
- [Gist] Atmosphere / Cloud Rendering resources (Reinsteam)
- [Blogpost] God Rays? What’s that?
- [Paper] Improved Alpha-Tested Magnification for Vector Textures and Special Effects (Valve)
- [Paper] Shape Decomposition for Multi-channel Distance Fields
- [Blogpost] Text Rendering Hates You
- [Git Wiki] LibGDX' Distance field fonts
- [Paper] Weighted Blended Order-Independent Transparency
- [Blogpost] New weight function for Weighted-Blended Order Independent Transparency
- [Blogpost] Weighted Blender Order-Independent Transparency on iOS/OpenGL ES 3.0
- [Book] [GPU Gems 3, Chapter 8.] Summed-Area Variance Shadow Maps
- [Book] [GPU Gems 3, Chapter 10.] Parallel-Split Shadow Maps on Programmable GPUs
- [Paper] Exponential Shadow Maps
- [Paper] Variance Shadow Maps
- [Paper] Rendering Antialiased Shadows using Warped Variance Shadow Maps
- [Paper] Light Space Perspective Shadow Maps
- [Paper] Cascaded Shadow Maps
- [Paper] Trapezoidal Shadow Maps
- [Slides] Lighting Research at Bungie
- [Blog Post] Cascaded Shadow Maps
- [Blog Post] Exponential variance shadow maps
- [Blog Post] Variance Shadow Maps
- [Blog Post] Implementing FXAA
- [Site] VkGuide
- [Site] GPUopen' Understanding Vulkan Objects
- [Site] API without Secrets: Introduction to Vulkan
- [Site] Vulkan-Tutorial
- [Site] Mike Bailey's Vulkan Page
- [Site] A simple triangle
- [Video Playlist] Arseny's Niagara Stream Playlist
- [Video Playlist] Brendan Galea's Vulkan Game Engine Tutorial
- [Github Wiki] KhronosGroup Synchronization Examples
- [Blog Post] Yet another blog explaining Vulkan synchronization
- [Blog Post] Vulkan Timeline Semaphores
- [Blog Post] Vulkan Memory Types on PC and how to use them
- [Blog Post] Nvidia's Vulkan Memory Management
- [Blog Post] A Simple Device Memory Allocator For Vulkan
- [Blog Post] Vulkan Shader Resource Binding
- [Blog Post] Vulkan Shader Resource Binding
- [Blog Post] Bindless Descriptors
- [Blog Post] Moving The Machinery to Bindless
- [Gist] Vulkan Descriptor Indexing
- [Gist] Descriptor Explanation
- [Blog Post] Vulkan Subgroup Tutorial
- [Github Repository] KhronosGroup Vulkan Samples
- [Github Repository] Sascha Willems Vulkan Samples
- [Site] 1.2 chunked with all extensions
- [Site] 1.2 core only
- [Site] LearnOpenGL
- [Site] OGLdev
- [Site] OpenGL-tutorial
- [Gist] OpenGL Black Bible
- [Video Playlist] Thin Matrix' OpenGL 3D Game Tutorial Series (Java)
- [Github Repository] McNopper Samples
- [Site] Rastertek DirectX 11 Tutorial
- [Site] Tutorialspoint DirectX Tutorial
- [Video Playlist] ChilliTomatoNoodle's DX11 3D-Programming Series
- [Video Playlist] Jpres DirectX11 Engine Tutorials
- [Slides] Rendering the Hellscape of DOOM Eternal
- [Blogpost] Graphics API abstraction
- [Blogpost] Organizing GPU Work with Directed Acyclic Graphs
- [Blogpost] Render Graph (Simon's Tech Blog)
- [Blogpost] Render graphs and Vulkan — a deep dive
- [Blogpost] Render Graph Optimization Scribbles
- [Slides] FrameGraph: Extensible Rendering Architecture in Frostbite
- [Paper] Forward+: Bringing Deferred Lighting to the Next Level
- [GDC Talk] Marvel's Spider-Man: A Technical Postmortem
- [GDC Talk] Optimizing the Graphics Pipeline With Compute
- [Slides] Optimizing the Graphics Pipeline With Compute
- [Blogpost] GPU Memory Aliasing
- [Blogpost] Unity GPU culling experiments (part 1) (MPC)
- [Blogpost] Experiments in GPU-Based occlusion culling (Interplay of Light)
- [Blogpost] A Primer On Efficient Rendering Algorithms & Clustered Shading.
- [Blogpost] (NVIDIA) The Peak-Performance-Percentage Analysis Method for Optimizing Any GPU Workload
- [Github Gist] silvesthu's Gist on GPU Optimization for GameDev
- [Tutorial] Frustum Culling in OpenGL
- [Lecture] System Architectures
- [Blogpost] Halycon Architecture
- [Blog Post] Breaking down Barriers
- [Blog Post] Making Reading from VRAM less Catastrophic