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Dynamic Resolution Rendering

Sep 26 2011 04:00 AM | Posted By Doug Binks in Graphics Programming and Theory

Accelerating iray with the NVIDIA Quadro 5000

Aug 15 2011 04:00 AM | Posted By Kelly L. Murdock in Graphics Programming and Theory

In addition to confirming that this is a screaming rendering powerhouse of a board, we look at the tech this board was optimized for - NVIDIA's iray renderer

MLAA: Efficiently Moving Antialiasing from the GPU to the CPU

Jul 26 2011 04:00 AM | Posted By Alexandre De Pereyra in Graphics Programming and Theory

Brought to you by the Intel® Visual Computing Developer Community, this article covers Morphological Antialiasing (MLAA)

Comparing Shadow Mapping Techniques with Shadow Explorer

Mar 21 2011 08:00 AM | Posted By Alexey Rukhlinskiy and Quentin Froemke in Graphics Programming and Theory

Real-Time Dynamic Fur on the GPU

Oct 14 2010 02:30 PM | Posted By Dzmitry Malyshau in Graphics Programming and Theory

Leveraging the GPU and particles to create real time dynamic fur

A Super Simple Method for Creating Infinite Scenery

Sep 15 2010 11:53 AM | Posted By Gabriel T. Delarosa in Graphics Programming and Theory

Outlines a method of creating simple infinite scenery in both the vertical and horizontal dimensions require no static geometry

A Simple and Practical Approach to SSAO

May 25 2010 01:41 PM | Posted By José María Méndez in Graphics Programming and Theory

Deferred Rendering Demystified

Mar 01 2010 04:46 PM | Posted By Noam Gat in Graphics Programming and Theory

Deferred Rendering is an alternative rendering approach that has many advantages. The theory behind it has been discussed to great detail, but implementing a deferred renderer is still a puzzling task. This article discusses the technique from a design standpoint, suggesting how a graphics engine can be structured to easily integrate a deferred rendering approach, and is accompanied by an open...

Cube Map Rendering Techniques for Direct3D10

Feb 01 2010 09:32 AM | Posted By Vincent Prat in Graphics Programming and Theory

Unlike DirectX 9 which allows you to only render cube maps in 6 passes, DirectX 10 offers different ways to do it more efficiently: geometry shaders & improvements in the geometry instancing API offer single pass alternatives to cube map rendering. This article presents 3 algorithms as well as their drawbacks and advantages

Walls and Shadows in 2D

Nov 10 2009 04:44 AM | Posted By Scott Mayo in Graphics Programming and Theory

This article presents a technique for determining visibility information suitable for arbitrary closed two-dimensional maps at interactive rates (each pass of the algorithm will usually take less than a second); as such it can be most useful in turn-based games, or games where extremely fast visibility recalculation is not required. The technique can also be used to handle illumination and shad...

Cellular Textures, the light speed approach

Aug 10 2009 04:34 PM | Posted By Carsten Przyluczky in Graphics Programming and Theory

Procedural texture generation is a very flexible and powerful technique, and the results are awesome looking textures that only require a few hundred bytes. Cellular textures is one such method. This article will describe how they are generated starting with a simple but slow algorithm. Then it will look over an advanced algorithm that takes linear time and provides some nice extra features

Image Space Lighting

Jun 11 2009 02:23 PM | Posted By David Maletz in Graphics Programming and Theory

An explanation of the theory behind and implementation of image space lighting, a technique that utilizes deferred lighting and rasterization to efficiently and accurately render hundreds of light sources in real time. This technique allows for complex lighting environments found in scenes with lampposts, lanterns, cities at night, light-emitting particle effects and other scenes with many ligh...

Rendering Water as a Post-process Effect

Jun 04 2009 07:08 PM | Posted By Wojciech Toman in Graphics Programming and Theory

This article presents a screen-space approach to water rendering. The technique makes water look realistic by focusing on aspects rarely taken into account like colour extinction. It is based on observation rather than on mathematical model.

Moving Noise

May 27 2009 10:07 AM | Posted By Dan Nielsen in Graphics Programming and Theory

This feature introduces a drop-in Perlin noise variant useful for quickly generating organic procedural functions that change over time. You can use it to create scenes, textures, animations, and sounds. If you modify it or do something interesting with it, the author would love to know

Dynamic 3D Scene Graphs

Dec 10 2008 10:00 AM | Posted By Andrew Top in Graphics Programming and Theory

Scene graphs used in most games today are actually scene trees, defined offline by artists. Interesting features can be achieved by instead defining offline a set of rules that explain how to generate a scene tree. By dynamically building the scene tree from a set of rules at run-time, we can support true scene graphs (scene graphs with cycles in them) as well as the ability to host environme...

Computation of Bounding Primitives on the GPU

Nov 12 2008 09:00 AM | Posted By Philip Rideout in Graphics Programming and Theory

Nowadays it's becoming fashionable to use GPU's for purposes other than pure graphics. Learn a sneaky trick that leverages the GPU's horsepower to efficiently compute an axis-aligned bounding box. Includes sample code for DirectX 10, but this method can be used with other API's as well

Exploring Metaballs and Isosurfaces in 2D

Sep 03 2008 12:29 PM | Posted By Stephen Whitmore in Graphics Programming and Theory

Ever wondered how the classic 'metaballs' effect worked? This article covers an overview and explanation of metaballs, as well as a simple implementation, some examples, suggestions for optimizations, and a meta-playground demo

A Simple and Inexpensive Ray-casting Effect

Jun 19 2008 11:38 AM | Posted By Karsten Schwenk in Graphics Programming and Theory

This snippet describes two simple implementations of the emission/absorption model for participating media with ray-casting on the GPU

High Dynamic Range Environment Mapping On Mainstream Graphics Hardware

Mar 21 2008 10:00 AM | Posted By Lake, Northrop, Freeman in Graphics Programming and Theory

This white paper discusses the use of High Dynamic Range Imagery rendering utilizing Reinhard’s tone mapping calculation and floating point textures on the Intel® 965 Express Chipset and Mobile Intel® 965 Express Chipset family.

Welzl

Mar 19 2008 10:47 AM | Posted By Eli Kara in Graphics Programming and Theory

Explores a solution proposed by Emo Welzl regarding calculating the optimal sphere for use in bounding volumes

White Paper: Procedural Terrain Generation With Fractional Brownian Motion

Jan 21 2008 08:01 PM | Posted By Jeffrey M. Freeman in Graphics Programming and Theory

This white paper investigates techniques for leveraging procedurally generated terrain with fractional Brownian Motion on the CPU and multi-texture blending on the GPU.

Common Misconceptions of Intel® Integrated Graphics

Dec 17 2007 12:59 AM | Posted By Chuck DeSylva in Graphics Programming and Theory

Examines some of the common assumptions about integrated graphics (specifically the Intel X3000) and provides insights otherwise ignored by the trade press

Nature in computer graphics

Sep 07 2007 12:58 PM | Posted By Shaun Kichenbrand in Graphics Programming and Theory

A research paper outlining various graphical techniques and advancements in rendering natural objects

Shadow Map Aliasing

Jul 12 2007 12:54 PM | Posted By Dave Bookout in Graphics Programming and Theory

Discusses techniques to reduce the aliasing problem associated with using shadow maps

Shaders and Metaprogramming

Jul 03 2007 12:23 PM | Posted By Promit Roy in Graphics Programming and Theory

Discusses how to robustly expose shader constant parameters from a .NET 2.0 application using the reflection and metaprogramming abilities of managed code
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