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Bibliography

This is a curated list of some computer graphics resources (people, articles, books & tutorials) addressing different aspects. Some are very specific to OpenGL while some others offer a broader view on computer graphics and geometry.

  • Íñigo Quílez wrote short articles on the techniques he developed for computer graphics experiments, demos, shadertoys and movies. All content is beginner and medium level, and mostly pragmatic rather than theoretical. He is also a master in raymarched distance fields and wrote some of the most amazing scripts on shadertoys (see for example his beautiful snail script.
  • Paul Bourke offers on his website a very large set of resources concerning Geometry, Surfaces, Curves & Polyhedra (among other things). He generally get straight to the point with demonstration and code. I cannot count the number of times I landed on his page when asking a simple geometry questions (distance between two lines in 3D, circles passing through three points, intersecion of two circles, etc).
  • Philip Rideout maintains the Little Grasshoper website where he explains some specific techniques such as volumetric smoke, tesselation, clipping). Everything comes with code, demos and explanations and I translated some of his techniques in this book.
  • N. P. Rougier, Journal of Computer Graphics Techniques (JCGT), vol. 2, no. 1, pp. 50–64, 2013.

    Even though text is pervasive in most 3D applications, there is surprisingly no native support for text rendering in OpenGL. To cope with this absence, Mark Kilgard introduced the use of texture fonts [Kilgard 1997]. This technique is well known and widely used and ensures both good performances and a decent quality in most situations. However, the quality may degrade strongly in orthographic mode (screen space) due to pixelation effects at large sizes and to legibility problems at small sizes due to incorrect hinting and positioning of glyphs. In this paper, we consider font-texture rendering to develop methods to ensure the highest quality in orthographic mode. The method used allows for both the accurate render- ing and positioning of any glyph on the screen. While the method is compatible with complex shaping and/or layout (e.g., the Arabic alphabet), these specific cases are not studied in this article.

  • N. P. Rougier Journal of Computer Graphics Techniques (JCGT), vol. 2, no. 2, pp. 105–121, 2013.

    Dashed stroked paths are a widely-used feature found in the vast majority of vector-drawing software and libraries. They enable, for example, the highlighting of a given path, such as the current selection, in drawing software or distinguishing curves, in the case of a scientific plotting package. This paper introduces a shader-based method for rendering arbitrary dash patterns along any continuous polyline (smooth or broken). The proposed method does not tessellate individual dash patterns and allows for fast and nearly accurate rendering of any user-defined dash pattern and caps. Benchmarks indicate a slowdown ratio between 1.1 and 2.1 with an increased memory consumption between 3 and 6. Furthermore, the method can be used for solid thick polylines with correct caps and joins with only a slowdown factor of 1.1.

  • N. P. Rougier Journal of Computer Graphics Techniques (JCGT), vol. 3, no. 4, pp. 1–52, 2014.

    Grids, markers, and arrows are important components in scientific visualisation. Grids are widely used in scientific plots and help visually locate data. Markers visualize individual points and aggregated data. Quiver plots show vector fields, such as a velocity buffer, through regularly-placed arrows. Being able to draw these components quickly is critical if one wants to offer interactive visualisation. This article provides algorithms with GLSL implementations for drawing grids, markers, and arrows using implicit surfaces that make it possible quickly render pixel-perfect antialiased shapes.

  • Morgan McGuire, 2017.

    The Graphics Codex is designed to support a course either as the sole, standalone text or as lecture notes and an encyclopedic reference alongside a traditional textbook. It contains 400 cross-referenced equation and diagram entries, 14 chapters on physically-based shading and rendering Multi-platform programming projects, Links to external DirectX, OpenGL, Unity, Mitsuba, G3D, and other API documentation, PDF links and full citations for primary sources and textbooks, Free updates with new content every month

  • Tomas Akenine-Moller, Eric Haines, Naty Hoffman

    Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style.

  • John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, Kurt Akeley

    In this book, we explain the principles, as well as the mathematics, underlying computer graphics--knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects.

  • Peter Shirley, Michael Ashikhmin, Steve Marschner

    The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code.

  • Nicolas P. Rougier

    There are already a fair number of books about Numpy and a legitimate question is to wonder if another book is really necessary. As you may have guessed by reading these lines, my personal answer is yes, mostly because I think there is room for a different approach concentrating on the migration from Python to Numpy through vectorization. There are a lot of techniques that you don't find in books and such techniques are mostly learned through experience. The goal of this book is to explain some of these techniques and to provide an opportunity for making this experience in the process.