图形学GAMES101-现代计算机图形学入门GAMES202-高质量实时渲染Matrix Compendium - AMD GPUOpen渲染架构Destiny's Multithreaded Rendering ArchitectureGAMES104现代游戏引擎HypeHype Mobile Rendering ArchitectureMaster Class: The CRYENGINE Rendering Pipeline硬件架构GPU architecture resourcesGPU architecture types explainedUE5Graphics ProgrammingAn In-Depth Look at Real-Time RenderingUnreal Engine 4 Rendering SeriesHow Unreal Renders a FrameUE4基本渲染框架Vulkan教程Vulkan Guide最佳实践zeux.io - Writing an efficient Vulkan renderervulkan_best_practice_for_mobile_developers | Vulkan best practice for mobile developersTips and Tricks: Vulkan Dos and Don’ts | NVIDIA Technical BlogVulkan Usage Recommendations | Samsung DevelopersRDNA Performance Guide - AMD GPUOpenMiscA tour of Granite’s Vulkan backend – Part 1 – Maister's Graphics AdventuresRender graphs and Vulkan — a deep dive – Maister's Graphics AdventuresWhy projection matrices typically used with OpenGL fail with Vulkan - Johannes UnterguggenbergerSetting Up a Proper Projection Matrix for Vulkan - Johannes UnterguggenbergerFlipping the Vulkan viewport - Sascha WillemsVulkan input attachments and sub passes - Sascha WillemsWebGPU⚠️WebGPU不支持Push Constants和Bindless,WGSL的编辑器支持也不太完善,当前阶段不太建议入手Learn WebGPUWebGPU Best PracticesEfficiently rendering glTF models - A WebGPU Case StudyWebGPU Shading LanguageNPR拆解女神异闻录3风格化渲染3D Toon Rendering in 'Hi-Fi RUSH'草地Procedural Grass in 'Ghost of Tsushima'