I wondering if you could refer me to papers behind the implementation of certain algorithms and techniques in Unity. I’m not sure if this is publicly available knowledge, but it would be great to read papers which depict not only the general algorithm, but also the algorithm as implemented in Unity. For instance I would be interested to read the paper(s) behind
Occlusion Culling
Frustum Culling
Lightmapping (Single, Dual and Directional)
the Terrain module
DX11 Tesselation
Shadows
SSAO and Screen Space Ambient Obscurance
Deferred and Forward Lighting
Would be awesome if you guys could contribute one or the other paper
First of all, thanks everyone for contributing so far! I really appreciate your help.
I think there is a slight misunderstanding though. I do not really need links to general computer graphics resources. I am well equipped with these and I pretty much know all the resources you guys gave me. I had actually hoped for links to papers which depict algorithms the way they are implemented in Unity.
If I were to go to one of the linked resources and type in e.g. “Occlusion Culling” or “SSAO” I still didn’t know which of the found papers is the one that Unity chose as reference for their implementation.
Anyhow, maybe some of you know more details. That would be a tremendous help for me as I want to include these papers in my thesis.
Thanks!