KNOWLEDGE POT

Here are listed resources that helped me through my studies or that I simply found interesting.
The resources include web pages, blogs, books, videos and papers which deal with computer graphics, Max, and general programming subjects.
This list is continuously updated.
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Web Learning
- CODE - Great resource to learn the fundamentals of Ray Tracing in C++ Ray Tracing in 1 Weekend GitHub
- MAT - Linear Algebra and Trigonometry Appendix to the book "Real Time Rendering Fourth Edition" Linear Algebra and Trigonometry Appendix
- JS - Max's JS documentation: Max's JS documentation
- JS - Very useful resource for JS syntax and practices in Max: Christopher Konopa GitHub
- JIT - List of all Jitter Objects by Category: Cycling74 Documentation
- SHAD - Billboard Particles using Geometry Shader: Billboard Particles
- JIT - How to record the video output from Max/Jitter: Cycling74 Record Docu
- GL/SHAD - Physically Based Rendering in OpenGL Tutorial: Physically Based Rendering
- SHAD - GPU Fluid Simulation from The Little Grasshopper: The Little Grasshopper
- CODE - Tips on how to loop a perlin noise: Necessary Disorder
- SHAD - Scratchapixel website, incredibly useful for a lot of different CG topics: Scratchapixel 2.0
- JIT - Peter Elsea Max tutorials, also on Jitter: Peter Elsea
- JIT - Masato Tsutsui Jitter introduction: Masato Tsutsui
- JIT - Jitter Recipes from Andrew Benson: Jitter Recipes
- SHAD - The Book of Shaders from Patricio Gonzalez Vivo: Book of Shaders
- CODE - Generative Art code experiments from ZenBullets: Abandoned Art
- GL - Song Ho Ahn useful resource about OpenGL, very detailed: Song Ho Ahn OpenGL Guide
- JIT - GEN beta documentation (pdf download): GEN documentation
- SHAD - Inigo Quilez web page, full of useful shader tips: Inigo Quilez
- SHAD - Shadertoy is a public collection of fragment shaders developed by the community: Shadertoy
- SHAD - A very useful tutorial to understand glsl functions, directly on Shadertoy: GLSL tutorial
- CODE - Inconvergent web page, full of interesting generative algorithms: Inconvergent
- SHAD - Nvidia GPU gems, a collection of algorithms for the GPU: GPU gems
- SHAD - John Chapman Blog, in this post he implements a GLSL lens flare effect: GLSL Lens Flare
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Books
- GL/SHAD - This book has thaught me a lot about real time rendering: Real Time Rendering
- CODE - Book about recreating natural processes in Processing, from Daniel Shiffman (FREE): The Nature of Code
- GL - The OpenGL Programming Guide, for OpenGl version 2.1: OpenGL Guide (The Red Book)
- SHAD - The GLSL Programming Guide, for GLSL version 1.2: GLSL Guide (The Orange Book)
- CODE - "Generative Art" book for Processing, from Matt Pearson: Generative Art
- MAT - "Mathematics for Computer Graphics" from John Vince: Mathematics for CG
- CODE - "Mastering OpenFrameworks" is a book about OF, useful to grasp interesting algorithms: Mastering OF
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Web Videos
- JIT - Amazing Max Stuff tutorials (ahem..): Amazing Max Tutorials
- MAX - Kadenze Max Course from Matt Wright Kadenze Max Course
- JIT - Sam Tarakajian Max tutorials: Dude 837
- GL/SHAD - Game Dev e OpenGL tutorials by ThinMatrix: Thin Matrix
- CODE - Daniel Shiffman great tutorials on CG with Processing and JS: The Coding Train
- JIT - Chris Vik tutorials: Chris Vik
- JIT - Sem Shimla tutorials: Sem Shimla
- CODE - Excellent Perlin Noise video explanation: Perlin Noise
- SHAD - The Thin Matrix showing how to implement Cube Map reflection and refraction in GLSL: The Thin Matrix
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Web Resources
- ASSET - Free textures for PBR materials: CC0 Textures
- ASSET - 4K cubemap textures: Humus
- ASSET - High Quality Textures and 3D Models: PolyHaven
Legend:
JIT = directly related to Jitter
GL = related to OpenGL
SHAD = related to shader programming
CODE = related to code that can be converted to JS or matrix form in Max
MAT = related to mathematical formulas useful for CG
ASSET = useful downloadable assets
JS - JavaScript