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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

Graphics Programming and Theory Archives

A Simple and Practical Approach to SSAO
By José María Méndez
Published 25 May 2010
Deferred Rendering Demystified
By Noam Gat
Published 01 March 2010
Rendering Water as a Post-process Effect
By Wojciech Toman
Published 04 June 2009
Thin Film Interference for Computer Graphics
By Bacterius
Published 30 April 2013
Dynamic 2D Soft Shadows
By Orangy Tang
Published 04 January 2004
Moving Noise
By Dan Nielsen
Published 27 May 2009
Dynamic 2D Soft Shadows
By John "Orangy Tang" Campbell
Published 24 April 2013
GPGPU image processing basics using OpenCL.NET UNDER REVIEW
By Ilya Suzdalnitski
Published 15 February 2013
2D Animation Basics UNDER REVIEW
By Paul Rayman
Published 15 February 2013
The Water Effect Explained
By Roy Willemse
Published 15 February 2000
Bresenham's Line and Circle Algorithms
By Mark Feldman
Published 07 October 1999
Comparing Shadow Mapping Techniques with Shadow Explorer
By Alexey Rukhlinskiy and Quentin Froemke
Published 21 March 2011
Soft-Edged Shadows
By Anirudh.S Shastry
Published 18 January 2005
Graphics Programming Black Book
By Michael Abrash
Published 16 February 2002
Realistic Natural Effect Rendering: Water I
By Yann Lombard
Published 07 September 2004
Dynamic Resolution Rendering
By Doug Binks
Published 25 September 2011
Striving For Graphics API Independence
By Erik Yuzwa
Published 23 January 2002
Real-Time Atmospheric Scattering
By Sean O'Neil
Published 03 May 2004
Axonometric Projections - A Technical Overview
By Thiadmer Riemersma
Published 02 January 2001
'Slope Lighting' Terrain
By Charlie Van Noland
Published 08 July 2001
Lightning
By Ian McDougall
Published 24 October 2001
Really Fast Software Blending
By Kevin Gadd
Published 19 November 2001
Shader Programming Part I: Fundamentals of Vertex Shaders
By Wolfgang Engel
Published 09 April 2002
Fast Computation of Terrain Shadow Maps
By Mircea Marghidanu
Published 07 May 2002
Introduction to Shader Programming Part II: Programming Vertex Shaders
By Wolfgang F. Engel
Published 24 April 2002
Bezier Curves and Surfaces
By Jesper Tveit
Published 27 April 2002
Introduction to Shader Programming Part III Fundamentals of Pixel Shaders
By Wolfgang F. Engel
Published 15 May 2002
Introduction to Shader Programming Part IV: Programming Pixel Shaders
By Wolfgang F. Engel
Published 11 June 2002
MLAA: Efficiently Moving Antialiasing from the GPU to the CPU
By Alexandre De Pereyra
Published 25 July 2011
Advanced Shader Programming: Diffuse & Specular Lighting with Pixel Shaders
By Wolfgang F. Engel
Published 03 October 2002
Concatenating Triangle Strips
By Marc Reilly
Published 27 November 2002
The Theory of Stencil Shadow Volumes
By Yen Kwoon, Hun
Published 02 December 2002
Cg Bumpmapping
By Razvan Surdulescu
Published 14 April 2003
Terrain Geomorphing in the Vertex Shader
By Daniel Wagner
Published 07 May 2003
Direct3D vs. OpenGL: Which API to Use When, Where, and Why
By Promit Roy
Published 24 February 2002
The Second Life of Brute Force Terrain Mapping
By Sander Maréchal
Published 20 June 2002
Terrain Generation Using Fluid Simulation
By Francis Woodhouse
Published 30 September 2003
An Introduction To Digital Image Processing
By Frédéric Patin
Published 19 October 2003
Using Vertex Tweening for Animation
By Brian Jorgensen
Published 26 November 2003
Understanding and Implementing Scene Graphs
By Garret Foster
Published 21 December 2003
Adding Realistic Rivers to Random Terrain
By David Clyde
Published 15 March 2004
Procedural Planets Part 1 - Structure
By Andrew True
Published 21 March 2004
Graphics API Independence IV: TGA, BMP & RenderStates!
By Erik "Wazoo" Yuzwa
Published 08 January 2004
Virtual Camera Position (VCP)
By Hun Yen Kwoon
Published 13 December 2003
Super Frustums
By Borja Fdez. Gauna
Published 02 November 2003
A Simple Point Sprite Based Particle Engine
By Almar Joling
Published 06 October 2003
High Dynamic Range Rendering
By Anirudh S Shastry
Published 19 June 2004
Cg Shadow Volumes
By Razvan Surdulescu
Published 04 September 2003
3D Decals
By Francis "DeathWish" Woodhouse
Published 27 August 2003
Designing an Extensible Particle System using C++ and Templates
By Kent "_dot_" Lai
Published 19 August 2003

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