A few of my bookmarks related to game development and realtime graphics programming.
You can use gh-readme-scrape to bulk download some of the content here for offline reading. For example:
gh-readme-scrape mattdesl/graphics-resources resources/ -e pdf,pptx,ppt --renameThis will download all PDFs and power-point slides into a folder called resources.
- Physically Based Rendering
 - Color Space
 - Light & Shadow
 - Environments
 - Time
 - Post-Processing
 - Ray Tracing & Distance Functions
 - Text, Lines & Shapes
 - Non-Photorealistic Rendering
 - Math
 - Misc Optimizations
 - Collections
 - Bloggers
 - Tools
 
- Readings on Physically Based Rendering
 - The State of Rendering (2013)
 - jMonkeyEngine's Physically Based Rendering (2014)
 - CodingLabs: Physically Based Rendering I
 - CodingLabs: Physically Based Rendering II
 - SIGGRAPH Shading Courses: 2012, 2013 and 2014
 - Deferred Shading Tutorial (2005)
 - Spherical Harmonic Lighting: The Gritty Details (2003)
 - Spherical Harmonics for Beginners (2013)
 - A Tiny Improvement of Oren-Nayar Reflectance Model (2012)
 - Plausible Environment Lighting in Two Lines of Code (2013)
 - Microfacet Models for Refraction through Rough Surfaces (2007)
 - Artist Friendly Metallic Fresnel (2014)
 - Realistic Rendering of Blue Ice (2009)
 - Advanced WebGL - Irradiance Environment Map (2011)
 - Irradiance Volumes for Games (2012)
 - Wolfire Blog - Physically Based Rendering (2015)
 
- CodingLabs: Gamms vs Linear
 - Filmic Games: Linear-Space Lighting (i.e. Gamma) (2010)
 - GPU Gems 3: The Importance of Being Linear (2008)
 
- Shading Effects in Left 4 Dead 2 (2010)
 - The Illustrative World of Team Fortress 2 (2008)
 - Hardware-Accelerated Global Illumination by Image Space Photon Mapping (2009)
 - Ambient Occlusion Fields (2005)
 - Phong Illumination Model (2012)
 
- Rendering Grass in Real Time with Dynamic Lighting (2005)
 - Water Flow in Portal 2 (2010)
 - Manipulating UVs through Color Data in Portal 2 (2011)
 - WebGL Sky Rendering (2011)
 - WebGL Terrain and Grass Rendering (2011)
 - Zephyros Anemos - WebGL Terrain Rendering
 
- Post Processing in the Orange Box (2008)
 - Aggregate G-Buffer Anti-Aliasing (2015)
 - Physically Based Real-Time Lens Flare Rendering (2011)
 - John Chapman - Pseudo Lens Flare (2013)
 - Image Imperfections & Film Grain Post-Process FX (2013)
 - GLSL Cubic Lens Distortion (2011)
 - Using Lookup Tables to Accelerate Color Transforms (2005)
 - The Skylanders SWAP Force Depth-of-Field Shader (2013)
 - GPU Gems 3: Motion Blur as a Post-Processing Effect (2008)
 - GPU Gems 3: Practical Post-Process Depth of Field (2008)
 
- Fast Soft-Shadowing on Dynamic Height Fields (2008)
 - Per-Pixel Displacement Mapping with Distance Functions (2005)
 - Raymarching Distance Fields (2013)
 - Screen Space Glossy Reflections (2015)
 
- Higher Quality 2D Text Rendering (2013)
 - Improved Alpha-Tested Magnification for Vector Textures (2007)
 - Drawing Lines is Hard (2015)
 - Material Design on the GPU (2015)
 - Polygon Rendering in Ejecta (2012)
 - Lecture: Polygon Triangulation (2014)
 - GPU Gems 3: Rendering Vector Art on the GPU
 - Drawing Text with Signed Distance Fields in Mapbox GL (2014)
 - Multi-Channel SDF Text Rendering (2014)
 - SDF Rendering of Color Bit Planes (2013)
 
- Watercolor Inspired Non-Photorealistic Rendering for Augmented Reality (2008)
 - Advanced Real-Time Cel Shading in OpenGL (2013)
 - Stroke-Based Rendering (2002)
 - Hand Drawn Rendering (2012)
 - Real-Time Ink Dispersion in Absorbent Paper (2005)
 - "Nijimi" Rendering Algorithm for Creating Quality Black Ink Paintings (2003)
 - WYSIWYG NPR: Drawing Strokes Directly on 3D Models (2002)
 - Stylized Rendering Using Samples of a Painted Image (2007)
 
- Essential Mathematics for Games and Interactive Applications (2008)
 - 3D Math Primer for Graphics and Game Development, 2nd Ed (2011)
 - math-as-code (2015)
 - CodingLabs: World, View, Projection Matrices
 - Interactive Introduction to Noise Functions (2013)
 
- Fast, Branchless Ray/Bounding Box Intersections (2011)
 - Combined Approximation of Fresnel Visibility (2015)
 - Compact Normal Storage for Small G-Buffers (2009)
 - Normal Mapping without Precomputed Tangents (2013)
 
- SIGGRAPH Real-Time Rendering Publications
 - List of Realtime Global Illumination Techniques
 - David Arcila's Game Development Resources
 - awesome-opengl
 - Readings on Physically Based Rendering
 
- Aras Pranckevičius
 - Stephen Hill
 - Sébastien Lagarde
 - Angelo Pesce
 - Yi-Wen Lin
 - Brian Karis
 - Christian Schüler
 - Tom Forsyth
 - Michael Chang
 - Timothy Lottes
 - John Chapman
 - John Hable (and his older blog)
 - Philp Rideout
 - Mikola Lysenko
 - Adrian Courrèges
 - Martins Upitis
 - Colin Barré-Brisebois
 - Rory Driscoll
 - Real-Time Rendering Blog
 - Mikael H Christensen
 - Fabian Giesen
 - Iñigo Quilez
 - Ignacio Castaño
 - Jeremy Shopf
 
- Disney BRDF Viewer
 - cmft and cmftStudio - cubemap filtering tools
 - Modified AMD Cubemapgen - cubemap filtering tool
 - preview-dds - minimal cross-platform DDS previewer
 - CrazyBump
 
MIT, see LICENSE.md for details.