Rasterization
- Tinyrenderer: Software rendering in 500 lines of bare C++
Writing a software rasterization from scratch to demonstrate how graphics APIs work.
- Implementing a tiny CPU rasterizer
Blog post series on implementing a CPU rasterizer from scratch
- A trip through the Graphics Pipeline 2011
A series of blog posts written about graphics pipelines as actually implemented by GPUs
- Graphics Pipelines for Young Bloods
Describes forward/defered shading techniques and various tradeoffs
- High-Performance Software Rasterization on GPUs (2011)
A paper describing high-performance software rasterization techniques running on GPUs.
- Life of a triangle - NVIDIA's logical pipeline (2015)
This article walks through how NVIDIA GPUs process a triangle from draw call to final pixel output
- A Primer On Efficient Rendering Algorithms & Clustered Shading (2018)
This post surveys various shading techniques including forward, deferred, tiled, and clustered shading. Then it talks about implementing custered shading on top of both forward and deferred shading
- Responsive Real-Time Grass Rendering for General 3D Scenes (2017)
A paper on real-time grass rendering with realistic physics with the help of compute shader and the hardware-tessellation pipeline
- OGLDev Tutorial 30: Basic Tessellation
tutorial on tessellation shaders