-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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// Copyright 2019 Google LLC. | |
// SPDX-License-Identifier: Apache-2.0 | |
// Author: Anton Mikhailov | |
// The look-up tables contains 256 entries. Each entry is a an sRGB triplet. | |
float turbo_srgb_floats[256][3] = {{0.18995,0.07176,0.23217},{0.19483,0.08339,0.26149},{0.19956,0.09498,0.29024},{0.20415,0.10652,0.31844},{0.20860,0.11802,0.34607},{0.21291,0.12947,0.37314},{0.21708,0.14087,0.39964},{0.22111,0.15223,0.42558},{0.22500,0.16354,0.45096},{0.22875,0.17481,0.47578},{0.23236,0.18603,0.50004},{0.23582,0.19720,0.52373},{0.23915,0.20833,0.54686},{0.24234,0.21941,0.56942},{0.24539,0.23044,0.59142},{0.24830,0.24143,0.61286},{0.25107,0.25237,0.63374},{0.25369,0.26327,0.65406},{0.25618,0.27412,0.67381},{0.25853,0.28492,0.69300},{0.26074,0.29568,0.71162},{0.26280,0.30639,0.72968},{0.26473,0.31706,0.74718},{0.26652,0.32768,0.76412},{0.26816,0.33825,0.78050},{0.26967,0.34878,0.79631},{0.27103,0.35926,0.81156},{0.27226,0.36970,0.82624},{0.27334,0.38008,0.84037},{0.27429,0.39043,0.85393},{0.27509,0.40072,0.86692},{0.2757 |
- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES