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References
James Kajiya - The rendering equation: https://dl.acm.org/citation.cfm?id=15902
David Immel et al. - A radiosity method for non-diffuse environments: https://dl.acm.org/citation.cfm?id=15901
Deriving the Rendering Equation by Ravi Ramamoorthi https://inst.eecs.berkeley.edu/~cs294-13/fa09/lectures/scribe-lecture3.pdf
Julian Fong's rendering equation explained: https://twitter.com/levork/status/609603797258600448
Rory Driscoll explains the rendering equation: http://www.rorydriscoll.com/2008/08/24/lighting-the-rendering-equation/
Reflection, refraction, Snell's law and total internal reflections: https://www.khanacademy.org/science/physics/geometric-optics
Michael Horsch's OpenGL water tutorial: https://blog.bonzaisoftware.com/tnp/gl-water-tutorial/
Realistic Water Using Bump Mapping and Refraction: https://hydrogen2014imac.files.wordpress.com/2013/02/realisticwater.pdf
OpenGL Water Tutorials by ThinMatrix https://www.youtube.com/playlist?list=PLRIWtICgwaX23jiqVByUs0bqhnalNTNZh
Amazing collection of resources about water rendering: http://vterrain.org/Water/
Linear Depth Buffer: https://www.gamedev.net/forums/topic/604984-linear-depth-buffer-for-rendering-shadows/?do=findComment&comment=4828044