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Graphics Programming and Theory Articles

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Flexible particle system - The Container

Published in Graphics Programming and Theory

By Bartlomiej Filipek - One of the most crucial part of a particle system is the container for all particles. It has to hold all the data that describe particles, it shoul...

Polygon Triangulation

Published in Graphics Programming and Theory

By Daniel Taylor - Have YOU ever felt a burning desire to decompose arbitrary polygons into triangles? Well now you can!

Let There Be Shadow!

Published in Graphics Programming and Theory

By Joey Fladderak - In this article I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.


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Dynamic Resolution Rendering

Sep 25 2011 10:00 PM | Posted By Doug Binks in Graphics Programming and Theory
Brought to you by the Intel® Visual Computing Developer Community | Download the source code | Watch the videoIntroduction The resolution selection screen has been one of the defining aspects of PC gaming since the birth of 3D games. In this whitepaper and the accompanying sample code, we argue that this no longer needs to be the case; developers can dynamically vary the resolution of their re...

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Accelerating iray with the NVIDIA Quadro 5000

Aug 14 2011 10:00 PM | 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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MLAA: Efficiently Moving Antialiasing from the GPU to the CPU

Jul 25 2011 10:00 PM | 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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Comparing Shadow Mapping Techniques with Shadow Explorer

This article brought to you by <a href="http://software.intel.com/en-us/visual-computing/?cid=sw:graphics192">Intel&reg; Visual Computing Developer Community</a> Code Sample Download Page<a href="http://software.intel.com/en-us/articles/shadowexplorer?cid=sw:graphics189">http://software.intel.com/en-us/articles/shadowexplorer/</a>Download Art...

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Real-Time Dynamic Fur on the GPU

Oct 14 2010 08:30 AM | Posted By Dzmitry Malyshau in Graphics Programming and Theory
Leveraging the GPU and particles to create real time dynamic fur

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A Super Simple Method for Creating Infinite Scenery

Sep 15 2010 05:53 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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A Simple and Practical Approach to SSAO

May 25 2010 07:41 AM | Posted By José María Méndez in Graphics Programming and Theory
Global illumination (GI) is a term used in computer graphics to refer to all lighting phenomena caused by interaction between surfaces (light rebounding off them, refracting, or getting blocked), for example: color bleeding, caustics, and shadows. Many times the term GI is used to refer only to color bleeding and realistic ambient lighting. Direct illumination – light that comes directly from a...

Tagged With:  occlusion  samples  buffer  float2  ssao  ambient  float3  sampling 
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Deferred Rendering Demystified

Mar 01 2010 10:46 AM | 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...

Tagged With:  rendering  g-buffer  scene  deferred  render  technique  objects  texture 
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Cube Map Rendering Techniques for Direct3D10

Feb 01 2010 03:32 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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Walls and Shadows in 2D

Nov 09 2009 10:44 PM | 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...

Tagged With:  wall  walls  left  point  points  light  figure  ray  set 
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Cellular Textures, the light speed approach

Aug 10 2009 10:34 AM | 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

Tagged With:  point  points  random  distance  closest  texture  approach  grid  textures 
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Soft-Edged Shadows

Jan 18 2005 10:23 AM | Posted By Anirudh.S Shastry in Graphics Programming and Theory
IntroductionOriginally, dynamic shadowing techniques were possible only in a limited way. But with the advent of powerful programmable graphics hardware, dynamic shadow techniques have nearly completelyreplaced static techniques like light mapping and semi-dynamic techniques like projected shadows. Two popular dynamic shadowing techniques are shadow volumes and shadow mapping. A closer lookThe...

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Realistic Natural Effect Rendering: Water I

Sep 07 2004 07:24 AM | Posted By Yann Lombard in Graphics Programming and Theory
The first installment of this series starts with realistic water rendering.

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Graphics Programming Black Book

Feb 16 2002 08:32 PM | Posted By Michael Abrash in Graphics Programming and Theory
Michael Abrash's legendary book, now available online for free.

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Striving For Graphics API Independence

Jan 23 2002 06:31 PM | Posted By Erik Yuzwa in Graphics Programming and Theory
IntroductionWell if you've been hanging around the DirectX newsgroup for any amount of time, you'll notice and/or probably discover that one of the most discussed topics (besides OpenGL vs. DX) is concerning questions about using classes and/or interfaces with DLL files.Currently, Gamedev.net has one article dealing with using DLL files with classes, written by Gaz Iqbal. It's an ex...

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The Water Effect Explained

Feb 15 2000 03:58 AM | Posted By Roy Willemse in Graphics Programming and Theory
An IntroductionOf the many effects in computer graphics, the water effect is one that will definitely catch the viewer's attention. It simulates the behavior of water when it is disturbed.This article consists of two parts. The first part describes how the behavior of water is simulated. The second part describes how you can calculate the refraction of light when it hits a transparent surfa...

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Bresenham's Line and Circle Algorithms

Oct 07 1999 09:42 AM | Posted By Mark Feldman in Graphics Programming and Theory
Written for the PC-GPE by Mark Feldman  NOTICE: This file is included with permission from the author and is part of the PC-GPE collection. This document may not be distributed separately from here.The entire PC-GPE collection may be downloaded from: ftp://x2ftp.oulu.fi/...gpe/pcgpe10.zip  DisclaimerI assume no responsibility whatsoever for any effect that this file, the information...

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