# Literature

Tutorials, books and papers behind the renderer.

- [View Frustum Culling](http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-extracting-the-planes/)

## OpenGL

- [learnopengl.com](https://learnopengl.com/)
- [ogldev.org](https://ogldev.org/)
- [Cascaded Shadow Maps](https://ahbejarano.gitbook.io/lwjglgamedev/chapter26)
- [Compute Shader in OpenGL](https://antongerdelan.net/opengl/compute.html)

## Clouds

- [pbr-book](https://www.pbr-book.org/)
- [Inigo Quilez](https://iquilezles.org)
- [Shadertoy Horizon Zero Dawn](https://www.shadertoy.com/view/WddSDr)
- [Sebastian Lague](https://m.youtube.com/watch?v=4QOcCGI6xOU&t=97s)
- [Horizon Zero Dawn](http://advances.realtimerendering.com/s2015/The%20Real-time%20Volumetric%20Cloudscapes%20of%20Horizon%20-%20Zero%20Dawn%20-%20ARTR.pdf)
- [Clouds and noise](https://thebookofshaders.com/12/)
- [Shadertoy Clouds using 3D Perlin noise](https://www.shadertoy.com/view/XlKyRw)

## Noise

- [Worley noise online demo](https://github.com/Erkaman/glsl-worley)

## Vulkan

- [Udemy course by Ben Cook](https://www.udemy.com/share/102M903@JMHgpMsdMW336k2s5Ftz9FMx769wYAEQ7p6GMAPBsFuVUbWRgq7k2uY6qBCG6UWNPQ==/)
- [Vulkan Tutorial](https://vulkan-tutorial.com/)
- [Vulkan Raytracing Tutorial](https://developer.nvidia.com/rtx/raytracing/vkray)
- [Vulkan Tutorial; especially chapter about integrating imgui](https://frguthmann.github.io/posts/vulkan_imgui/)
- [NVidia Raytracing tutorial with Vulkan](https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/)
- [Blog from Sascha Willems](https://www.saschawillems.de/)

## Physically Based Shading

- [Advanced Global Illumination by Dutre, Bala, Bekaert](https://www.oreilly.com/library/view/advanced-global-illumination/9781439864951/)
- [The Bible: PBR book](https://pbr-book.org/3ed-2018/Reflection_Models/Microfacet_Models)
- [Real shading in Unreal engine 4](https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
- [Physically Based Shading at Disney](https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf)
- [RealTimeRendering](https://www.realtimerendering.com/)
- [Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs](https://hal.inria.fr/hal-01024289/)
- [Sampling the GGX Distribution of Visible Normals](https://pdfs.semanticscholar.org/63bc/928467d760605cdbf77a25bb7c3ad957e40e.pdf)

## Path tracing

- [NVIDIA Path tracing Tutorial](https://github.com/nvpro-samples/vk_mini_path_tracer/blob/main/vk_mini_path_tracer/main.cpp)

## Docker

- [Vulkan Minimal Docker setup](https://github.com/j3soon/docker-vulkan-runtime)
- [scoop](https://scoop.sh/#/apps)
- [Docker container windows GPU](https://learn.microsoft.com/de-de/virtualization/windowscontainers/deploy-containers/gpu-acceleration)
- [Docker windows](https://hub.docker.com/r/microsoft/windows)
