BigBear Editor is a free 3D learning-oriented engine project built by me, Bear X (Chinese ♀). Originally, I started to build it in 2018 during my master's degree of computer science. It was intended as a project in which I can organize my knowledge of C++ and OpenGL. After that, I suspended this project because of my busy work and exams. About May, I passed the exam successfully, and I started working on this project again. I discovered how terrible the project I wrote before. So I studied some related knowledge and resources, including rendering, engine architecture, etc., and reconstructed this project. So I named it 2.0. Whenever I learn a piece of knowledge, I will reproduce it in this project. I believe that this is a good way to learn, accumulate and consolidate knowledge! In addition, this project has implemented some basic functions. When I need to reproduce a new technology, I can use many implemented or integrated functions, which greatly improves my learning efficiency! Compared to learning complex engines, such as the source code of Unreal Engine 4, (that's too complicated). It is a better choice to continously build our own micro-engine during the learning process. Anyway, I want to share my source code with other friends or developers who might be going down the same path as mine and need a reference or just something to look up.
Although this version 2.0 of the project has indeed undergone a reconstruction, due to time constraints, the code is still somewhat ugly.
The problems I have listed are the ones that can be easily corrected and realized through simple techniques, but this could take a lot of time. As I said before, this project is just a learning-oriented project. Its purpose is considered to organize and accumulate knowledge, not to provide users with comfortable use. So when these problems did not hinder my study and research, I did not have enough time to correct them for the time being. In addition, I referred to some code, learning resources, UI designs, and art resources. I'm pretty thankful!
Here lists the features that already exists in my engine. (Some contents need to be improved) o(╥﹏╥)o
Due to limited time, the functions I listed above may not be as cool as the words seem. Of course, I still have many plans. I have a lot of knowledge I want to learn, and I will continue to improve my project!
I really look forward to making friends with related interests, and we will share experience and learn together! I'm Big Bear (●￣(ｴ)￣●)
 Fernando R. Percentage-Closer Soft Shadows. 2005.
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 Ravi Ramamoorthi, Pat Hanrahan. An Efficient Representation for Irradiance Environment Maps. Stanford University.
 Mara M. Efficient GPU Screen-Space Ray Tracing.
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 Alexander Majercik, Cyril Crassin, Peter Shirley, and Morgan McGuire, A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering, Journal of Computer Graphics Techniques (JCGT), vol. 7, no. 3, 66-81, 2018
 Colin Barré-Brisebois, Marc Bouchard. Real-Time Approximation of Light Transport in Translucent Homogenous Media, Gpu Pro 2. Vol. 2. CRC Press, 2011.
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Technical blog and Source code
 JoeyDeVries/ LearnOpenGL
 OGLdev/ Modern OpenGL Tutorials
 AngelMonica126/ GraphicAlgorithm
 Peter Shirley/ Ray Tracing in a Weekend
 Peter Shirley/ Ray Tracing: The Next Week
 Peter Shirley/ Ray Tracing: The Rest of Your Life
 Dezeming Family/ PhotonMap
 ATI Research/ Hair Rendering and Shading
 面向搜索引擎编程/ RayMarching实时体积云渲染入门(RayMarching Real-Time Volume Cloud Rendering)
 0小龙虾0/ 流体模拟：SPH (Fluid Simulation: SPH)
 Lee Winter/ 基于PBD算法的布料和头发的实时模拟（Unity Demo）(Real-Time Simulation of Cloth and Hair based on PBD Algorithm (Unity Demo))
General documentation and tutorials
 Lingqi/ GAMES101
 Lingqi/ GAMES202
 孙小磊/ 计算机图形学系列笔记(Computer Graphics Series Notes)
 秦春林/ 全局光照技术:从离线到实时渲染(Global Illumination Technology: From Offline to Real-Time Rendering)
 NVIDIA/ GPU Gems
 NVIDIA/ Screen Space Fluid Rendering for Games
 长尾科技/ 最美的公式：你也能懂的麦克斯韦方程组(The Most Beautiful Formula: Maxwell's Equations You Can Understand)
 国防科学技术大学/ 大学物理-振动、波动和波动光学(University Physics - Vibration, Wave and Wave Optics)
 刘利刚/ GAMES102:几何建模与处理(GAMES102: Geometric Modeling & Processing)
todo... (There are some that haven't been listed yet)