Grafika és GPU könyvek, blogok, tutorialok
Grafika
Könyvek
http://www.realtimerendering.com/ (könyv és blog)
http://www.gameenginebook.com/
http://gpupro.blogspot.hu/ (könyvsorozat)
Előadások, slideok
http://advances.realtimerendering.com/ (Siggraph előadás ppt-k)
http://www.gdcvault.com
Az összes free GDC prezi – főleg a Programming és Visual Arts slide-ok között érdemes nézelődni,
vannak konzolos húzócímek (pl Uncharted, HALO sorozatok) render technológiáiról részletes leírások
http://www.crytek.com/cryengine/presentations
Blogok (itt vannak nagyon mélyenszántó bejegyzések, de gyöngyszemek is)
http://blog.selfshadow.com/
egy gyűjtemény profik blogjaiból, kb. mindenkihez el lehet jutni innen, aki nagy név
egy példa:
http://aras-p.info/blog/ (a Unity lead gfx engine programozójának személyes blogja)
itt van sok érdekes, de rövid téma, pl.: http://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
http://kesen.realtimerendering.com/
Kesen Huang rendszeresen összeszedi a Siggraph-os paper-öket, ide inkább célzott keresés esetén ajánlott jönni
http://timothylottes.blogspot.hu/2013/08/random-thoughts-on-mobile.html
Ez egy nagyon jó bejegyzés a thermal limitekről mobilon
Engine tech – gamma correct rendering, HDR tonemapping, physically-based shading
http://www.marmoset.co/toolbag/learn/pbr-practice
http://filmicgames.com/archives/547
http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
https://seblagarde.files.wordpress.com/2014/04/dontnodgraphicchartforunrealengine4.png
https://mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-tone-mapping/
Mobil grafika, architektúrák
http://www.gdcvault.com/play/1015331/Bringing-AAA-Graphics-to-Mobile
http://www.realtimerendering.com/downloads/SIGGRAPH_TheChase.pdf
http://malideveloper.arm.com/resources/sample-code/advanced-shading-techniques-with-pixel-local-storage/
https://community.arm.com/groups/arm-mali-graphics/blog/2013/05/29/benchmarking-floating-point-precision-in-mobile-gpus
http://www.tomshardware.com/reviews/how-we-test-smartphones-tablets,3894.html
http://www.realtimerendering.com/downloads/MobileCrossPlatformChallenges_siggraph.pdf
http://blogs.unity3d.com/wp-content/uploads/2011/08/FastMobileShaders_siggraph2011.pdf
https://de45xmedrsdbp.cloudfront.net/Resources/files/GDC2014_Next_Generation_Mobile_Rendering-2033767592.pdf
http://malideveloper.arm.com/downloads/GDC15/Unreal%20Engine%204%20Mobile%20Graphics%20on%20ARM%20CPU%20and%20GPU%20Architecture.pdf
http://malideveloper.arm.com/downloads/GDC15/How%20to%20Optimize%20Your%20Mobile%20Game%20with%20ARM%20Tools%20and%20Practical%20Examples.pdf
http://malideveloper.arm.com/downloads/1-%20EPIC_-_Wed-1030-1100.pdf
Compute, Vision, NeuralNetworks
Könyvek
http://www.amazon.com/Heterogeneous-Computing-OpenCL-Second-Edition/dp/0124058949
https://www.manning.com/books/opencl-in-action
Blogok
https://www.codeplay.com/
http://www.slideshare.net/embeddedvision/e01-khronos-trevett
http://devblogs.nvidia.com/parallelforall/cudnn-v2-higher-performance-deep-learning-gpus/
Mobile compute
http://kesen.realtimerendering.com/Compute_for_Mobile_Devices5.pdf
Compute csapatvezetőnk ajánlásával: J
http://www.iwocl.org/resources/opencl-news/
http://streamcomputing.eu/blog/
http://developer.amd.com/community/blog/
http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/
https://software.intel.com/en-us/intel-opencl
http://cs231n.github.io/
http://www.learnopencv.com/opencv-transparent-api/
http://devblogs.nvidia.com/parallelforall/
Ipar merre halad
http://www.gputechconf.com/highlights/2015-replays
http://aras-p.info/blog/2015/03/13/thoughts-on-explicit-graphics-apis/
API-k és tutorialok
API support, stats, debugging, performance
http://hwstats.unity3d.com/mobile/
http://delphigl.de/glcapsviewer/gles_launchpad.php
http://mesamatrix.net/
https://github.com/baldurk/renderdoc
http://docs.nvidia.com/nsight-visual-studio-edition/4.0/Nsight_Visual_Studio_Edition_User_Guide.htm#Performance_Markers.htm#kanchor18
https://docs.google.com/forms/d/1Jz3LDZXJc4ICQphm2M28fwQp4zSYhTjkgW6LLgF-ngM/viewform?c=0&w=1
OpenGL & OpenCL
https://www.khronos.org/developers/reference-cards/
OpenGL ES
http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Kennedy_Jon_OpenGL.pdf
http://www.slideshare.net/Khronos_Group/khronos-open-glesgdcmar14
http://malideveloper.arm.com/downloads/GDC15/Unleash%20the%20Benefits%20of%20OpenGL%20ES%203.1and%20the%20Android%20Extension%20Pack.pdf
OpenGL
https://www.opengl.org/wiki/Common_Mistakes
http://ogldev.atspace.co.uk/
http://prideout.net/blog/ vagy http://github.prideout.net/
https://developer.apple.com/library/ios/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html#//apple_ref/doc/uid/TP40008793-CH1-SW1
https://github.com/aras-p/glsl-optimizer
DirectX
http://www.rastertek.com/tutindex.html
https://msdn.microsoft.com/en-us/library/windows/desktop/hh404562%28v=vs.85%29.aspx#Min_Precision
OpenGL & DirectX
https://msdn.microsoft.com/en-us/library/windows/apps/dn166865.aspx
https://en.wikipedia.org/wiki/ANGLE_%28software%29
http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/
DX12
https://developer.nvidia.com/dx12-dos-and-donts
Vulkan
http://www.saschawillems.de/?p=1886
http://www.toptal.com/api-developers/a-brief-overview-of-vulkan-api
https://youtu.be/8xBuAdnIrJQ?t=2278
Metal
https://developer.apple.com/library/ios/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Introduction/Introduction.html
https://developer.apple.com/library/ios/samplecode/MetalDeferredLighting/Introduction/Intro.html#//apple_ref/doc/uid/TP40014630-Intro-DontLinkElementID_2
Egyéb
http://githowto.com/
http://cppcheck.sourceforge.net/manual.html