Dobry zbiór dokumentów, tutoriali i kodu związanego głównie z grafiką (okolice demosceny).

www.iquilezles.org
useful maths
2011. distance estimation to implicits
2011. useful little functions
2010. inverse bilinear interpolation
2010. trigonometric tricks
2009. distance to an ellipse
2008. fourier series
2008. patched sphere
2008. sphere visibility
2008. on fm synthesis
2006. working with ellipses
2006. sphere ambient occlusion
2006. thinking with quaternions

fractals/complex dynamics
2002. introduction to the Mandelbrot set
2006. the symmetry of the Mandelbrot set
2006. the main bulb of the Mandelbrot set
2006. the period-2 bulb of the Mandelbrot set
2006. area of the main bulb of the Mandelbrot set

fractals rendering algorithms
2011. iterative shapes
2009. mandelbulb fractal
2006. 3d orbit traps for fractals
2006. experimental 3d fractals
2004. distance rendering for fractals
2002. procedural traps for fractals
2002. bitmaps traps for fractals
2002. budhabrot fractals
2002. ifs fractals
2001. lyapunov fractals
2001. 3d julia set fractals
1999. geometric traps for fractals
rendering techniques
2013. filtering procedural textures
2013. smooth minimum
2008. distance functions
2006. volumetric sort
2005. modern raytracing
2002. terrain marching
2002. simple point clouds
2001. a basic raytracer
2000. simple voxel

simple effects
2005. 2d dynamic clouds
2005. simple gpu raytracing
2004. simple water
2002. cellular effect
2002. feedback effect
1999. plane deformations
1998. the game of life

lighting
2013. outdoors lighting
2012. multires ambient occlusion
2012. simple pathtracing
2010. penumbra shadows
2010. better fog
2007. screen space ambient occlusion
2005. per vertex ao
2004. simple global ilumination
2004. on ambient occlusion procedural content
2012. smooth voronoi
2012. voronoi edges
2008. more perlin noise
2002. domain warping
2002. icon images
1999. popcorn images

compression
2010. genetic algorithm
2007. wavelet compression
2005. introduction to 3d models storage

coding tricks
2013. correct frustum culling
2013. avoiding trigonometry
2008. tile rendering
2010. zbuffer for raymarching
2010. minimal frustum culling
2009. improved bilinear filtering
2008. normal/areas for polygons
2005. float and random
2005. begining with sse coding
2004. clever normalization of a mesh
2003. how to render a cube in qbasic
2003. minimal spline code
2002. compiling small

coding hacks
2008. gm.dls textures
2008. how to store floats in 4k
2008. opening a file in 4k
code
2006. 4k demo system and examples
2003. 64k demo system
1994. very old qbasic code…

presentations
2009. Function 09 – Behind Elevated
2008. Function 08 – Living Characters in 4 kilobytes
2008. NVScene 08 – Rendering Worlds With Two Triangles
2007. Siggraph 07 – Massive Model Visualization
2007. Bcn 07 – Mesh compression
2007. Breakpoint 07 – Techniques for 64k demos
2006. ICM 06 – Mathematics in Movement