Eric has done these until now, but I now find myself with a few small things that fit well into such a post.
- Older SIGGRAPH Courses often have great material in them, but are tough to track down. This website has a bunch of links to course notes from 1999 to 2007.
- The SIGGRAPH Education Committee has a page with links to a few even older courses, going back to 1996. The “Pixel Cinematography” course from 1996 looks especially interesting.
- Fabian “ryg” Giesen is doing a great series of posts (as yet unfinished) on his blog, which take the reader on A trip through the graphics pipeline. He recently started reposting a slightly cleaned up version of the series on AltDevBlogADay.
- A variant on a previously published paper (video here), Deferred Screen-Space Directional Occlusion by Yuriy O’Donnell has increased performance and plugs relatively easily into deferred shading pipelines.
- Emil “Humus” Persson has recently released a demo of his Geometry Buffer Anti-Aliasing technique, which he will also be presenting at an upcoming SIGGRAPH course.
- I’ve long been interested in the problem of filtering normals in a way that correctly accounts for surface appearance; we also discuss this in Section 7.8.1 of Real-Time Rendering. Stephen Hill has kicked off his new blog with an excellent post summarizing various solutions to the problem, including his own solution as well as a WebGL demo. The comments to the post are also well worth reading; a lively discussion has developed, with Brian Karis of Human Head Studios describing the solution used on the upcoming game Prey 2.
- One of the techniques discussed in the aforementioned post was LEAN mapping and its lighter-weight variant CLEAN mapping. Inspired by that post, Marc Olano (first author on the LEAN mapping paper) has posted some of his own thoughts on those techniques.