http://www.swiftless.com/tutorials/glsl/1_setup.html
http://glsl.heroku.com/
http://nehe.gamedev.net/article/glsl_an_introduction/25007/
http://www.iquilezles.org/www/material/nvscene2008/nvscene2008.htm
http://www.youtube.com/watch?v=Hbw1Xx7K0xc&list=UUEbJErBsmPdnbhxrjAw56Vw&index=4&feature=plcp
http://www.rozengain.com/blog/2010/08/10/using-webgl-glsl-shaders-to-create-a-tunnel-effect/
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html
http://www.geisswerks.com/about_terrain.html
http://www.rpenalva.com/blog/?p=254 (raymarching)
http://www.iquilezles.org/www/articles/terrainmarching/terrainmarching.htm (terrain raymarching)
http://www.dasprinzip.com/prinzipiell/2011/03/22/ray-marching-the-distance/
http://www.cs.uic.edu/~kjoshi/GPU_Project3/GPU_Project3.html (terrain project)
http://www.youtube.com/watch?v=IdYP0PUPQpA (procedural terrain)
http://illogictree.com/blog/masters-thesis/ (procedural grass)
http://alteredqualia.com/three/examples/webgl_terrain_dynamic.html (webgl dynamic terrain)
http://www.mit.edu/~danz/marti/intro/lights/high/0.html (intro to raytracing)
http://fuzzyphoton.tripod.com/howtowrt.htm (how to raytrace)
http://glsl.heroku.com/e#1686.0 (sphere example)
http://www.opengl.org/archives/resources/faq/technical/transformations.htm (transformations)
http://www.khronos.org/files/opengl-quick-reference-card.pdf (OpenGL quick reference card)
http://www.pouet.net/topic.php?which=8177&page=1&x=32&y=5 (raymarching intro)
http://cboard.cprogramming.com/game-programming/118838-matrices-confusion-modelview-projection.html (model-view-projection)
http://db-in.com/blog/2011/04/cameras-on-opengl-es-2-x/ (camera openGL)
Also take a look at "Rendering Worlds with Two Triangles with raytracing on the GPU in 4096 bytes", http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf, which covers quite a bit on ray marching distance fields.
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