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
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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)
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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
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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...
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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
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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...
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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
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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...
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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.
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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
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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...
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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
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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
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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
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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.
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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
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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.
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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
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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
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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
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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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