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Graphics Programming and Theory Archives

Real Time Cloth Simulation with B-spline Surfaces
By Bojan Lovrovic
Published 17 September 2014
Computation of Bounding Primitives on the GPU
By Philip Rideout
Published 12 November 2008
A Texture Mapping Technique
By Joshua Cantrell
Published 05 July 2000
Flexible particle system - The Container
By Bartlomiej Filipek
Published 23 June 2014
Polygon Triangulation
By Daniel Taylor
Published 06 June 2014
Let There Be Shadow!
By Joey Fladderak
Published 21 October 2014
A Closer Look At Parallax Occlusion Mapping
By Jason Zink
Published 28 June 2006
A Blending Animation Controller for a Skinned Mesh
By Bruce J. Veazie
Published 24 March 2014
Perspective projections in LH and RH systems
By Martin Prantl
Published 24 March 2014
How to Work with FBX SDK
By Tianyu Lang
Published 03 March 2014
5 Bone Fully Rigged Humanoid Character
By Andreas N. Grontved
Published 04 March 2014
Skinned Mesh Animation Using Matrices
By Bruce J. Veazie
Published 26 February 2014
Fast GUI Rendering using Texture2DArray
By Kristoffer Lindström
Published 25 February 2014
Secrets of Simple Image Filtering
By Christopher Atkinson
Published 14 September 2003
The Total Beginner's Guide to 3D Graphics Theory
By Tim Bright
Published 22 November 2013
Overview of Modern Volume Rendering Techniques for Games - Part 2
By Stoyan Nikolov
Published 21 August 2014
Walls and Shadows in 2D
By Scott Mayo
Published 09 November 2009
Cellular Textures, the light speed approach
By Carsten Przyluczky
Published 10 August 2009
Overview of Modern Volume Rendering Techniques for Games - Part 1
By Stoyan Nikolov
Published 25 October 2013
Designing Parametric Animation Systems
By Peyman Massoudi
Published 30 July 2014
Advanced Terrain Texture Splatting
By Andrey Mishkinis
Published 17 July 2013
Introduction to the Graphics Pipeline
By Steven De Bock
Published 30 August 2013
Thin Film Interference for Computer Graphics
By Bacterius
Published 30 April 2013
Rendering Water as a Post-process Effect
By Wojciech Toman
Published 04 June 2009
Efficient Normal Computations for Terrain Lighting in DirectX 10
By Jeromy Walsh
Published 30 July 2013
Normal Computations for Heightfield Lighting
By Jeromy Walsh
Published 04 August 2005
Virtual Texture Terrain
By Josh Klint
Published 14 July 2013
A Closer Look At Parallax Occlusion Mapping
By Jason Zink
Published 09 August 2013
HLSL: Greyscale Shader Tutorial
By George Kristiansen
Published 09 August 2013
Axonometric Projections - A Technical Overview
By Thiadmer Riemersma
Published 02 January 2001
Axonometric Projections - A Technical Overview
By Thiadmer Riemersma
Published 16 August 2013
Improving a Sprite-Based Rendering Procedure
By Julien Jorge
Published 16 February 2014
Dynamic 2D Soft Shadows
By John "Orangy Tang" Campbell
Published 24 April 2013
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
Dynamic 2D Soft Shadows
By Orangy Tang
Published 04 January 2004
Moving Noise
By Dan Nielsen
Published 27 May 2009
GPGPU image processing basics using OpenCL.NET
By Ilya Suzdalnitski
Published 15 August 2013
2D Animation Basics
By Paul Rayman
Published 15 August 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
'Slope Lighting' Terrain
By Charlie Van Noland
Published 08 July 2001
Lightning
By Ian McDougall
Published 24 October 2001

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