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Graphics Programming and Theory Archives

Z-Buffering
By Tom Hammersley
Published 19 November 1999
WWH - Sub-texel Accuracy
By Paul Nettle
Published 23 August 1999
WWH - Sub-pixel Accuracy
By Paul Nettle
Published 23 August 1999
WWH - Rendering Convex N-Gons
By Paul Nettle
Published 23 August 1999
WWH - Properly Reordering Face Vertex Indices (y/z swap)
By Paul Nettle
Published 23 August 1999
WWH - Calculating a Rotation Matrix Based on Location/Target
By Paul Nettle
Published 23 August 1999
WWH - 3D Clipping to an arbitrary FOV with 3x3 or 4x4 Matrices
By Paul Nettle
Published 23 August 1999
White Paper: Procedural Terrain Generation With Fractional Brownian Motion
By Jeffrey M. Freeman
Published 21 January 2008
Welzl
By Eli Kara
Published 19 March 2008
Water
By Tom Hammersley
Published 14 September 1999
Walls and Shadows in 2D
By Scott Mayo
Published 09 November 2009
Volumetric Fog
By Thierry Tremblay
Published 24 August 1999
Virtual Texture Terrain
By Josh Klint
Published 14 July 2013
Virtual Camera Position (VCP)
By Hun Yen Kwoon
Published 13 December 2003
Using Vertex Tweening for Animation
By Brian Jorgensen
Published 26 November 2003
Uniform Terrain Decalcomania
By Graham Towse
Published 29 June 2004
Understanding and Implementing Scene Graphs
By Garret Foster
Published 21 December 2003
True-color Software Blending
By Seumas McNally
Published 14 September 1999
Thinking in 3D - Part I
By Jonathan Tanner
Published 30 March 2000
Thin Film Interference for Computer Graphics
By Bacterius
Published 30 April 2013
The World of 3-D Graphics Part 2: Vectors and Planes
By David Bull
Published 25 July 2001
The World of 3-D Graphics Part 1: An Introduction
By David Bull
Published 26 June 2001
The Water Effect Explained
By Roy Willemse
Published 15 February 2000
The Video Mode 13h
By Nathan Vegdahl
Published 16 July 1999
The Total Beginner's Guide to 3D Graphics Theory
By Tim Bright
Published 22 November 2013
The Theory of Stencil Shadow Volumes
By Yen Kwoon, Hun
Published 02 December 2002
The Second Life of Brute Force Terrain Mapping
By Sander Maréchal
Published 20 June 2002
The Color Palette
By Nathan Vegdahl
Published 16 July 1999
The CodeDemon
By Jesse Towner
Published 22 December 1999
The Art of Modeling Lens Flares
By Michael Tanczos
Published 02 December 1999
Texturing Heightmaps
By John Dexter
Published 12 May 2005
Texture Mapping Mania
By André LaMothe
Published 18 November 1999
Texture Mapping
By Sean Barret
Published 16 July 1999
Texture Mapping
By Thierry Tremblay
Published 24 August 1999
Terrain Geomorphing in the Vertex Shader
By Daniel Wagner
Published 07 May 2003
Terrain Generation Using Fluid Simulation
By Francis Woodhouse
Published 30 September 2003
Super Frustums
By Borja Fdez. Gauna
Published 02 November 2003
Striving For Graphics API Independence III : Texture Mapping
By Erik "wazoo" Yuzwa
Published 14 August 2003
Striving For Graphics API Independence II
By Erik "Wazoo" Yuzwa
Published 24 June 2003
Striving For Graphics API Independence
By Erik Yuzwa
Published 23 January 2002
Spherical Volume Fog
By Richard Turnbull
Published 23 August 1999
Spherical Scale Mapping
By Stephan Reiter
Published 04 March 2005
Soft-Edged Shadows
By Anirudh.S Shastry
Published 18 January 2005
Skinned Mesh Animation Using Matrices
By Bruce J. Veazie
Published 26 February 2014
Simple Fire Effect
By Adam Parusel
Published 16 July 1999
Sign Based Z-Buffers
By Jeff Weeks
Published 19 November 1999
Shadows
By Michael Skinner
Published 06 February 2001
Shadows
By Tom Hammersley
Published 19 November 1999
Shadow Map Aliasing
By Dave Bookout
Published 12 July 2007
Shaders and Metaprogramming
By Promit Roy
Published 03 July 2007

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