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Graphics Programming and Theory Archives

Dynamic Resolution Rendering
By Doug Binks
Published 25 September 2011
Polygon Triangulation
By Daniel Taylor
Published 06 June 2014
Coverage Buffer as main Occlusion Culling technique
By Damon Wall
Published 26 June 2015
A Blending Animation Controller for a Skinned Mesh
By Bruce J. Veazie
Published 24 March 2014
Procedural Generation: Pros and Cons
By Francisco RA
Published 08 June 2016
Perspective projections in LH and RH systems
By Martin Prantl
Published 24 March 2014
Introduction to Shader Programming Part II: Programming Vertex Shaders
By Wolfgang F. Engel
Published 24 April 2002
Introduction to the Graphics Pipeline
By Steven De Bock
Published 30 August 2013
A Closer Look At Parallax Occlusion Mapping
By Jason Zink
Published 28 June 2006
By Jonathan Ferraris
Published 09 February 2001
Lens Flare Tutorial
By Alan Gordie
Published 19 October 1999
Real-Time Atmospheric Scattering
By Sean O'Neil
Published 03 May 2004
Real-Time Radiosity Part II
By Nathan Vegdahl
Published 05 July 2000
A Texture Mapping Technique
By Joshua Cantrell
Published 05 July 2000
High Dynamic Range Rendering
By Anirudh S Shastry
Published 19 June 2004
Overview of Modern Volume Rendering Techniques for Games - Part 1
By Stoyan Nikolov
Published 25 October 2013
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
Rendering Water as a Post-process Effect
By Wojciech Toman
Published 04 June 2009
Realistic Natural Effect Rendering: Water I
By Yann Lombard
Published 07 September 2004
Cellular Textures, the light speed approach
By Carsten Przyluczky
Published 10 August 2009
Shadow Map Silhouette Revectorization (SMSR)
By Vladimir Bondarev
Published 15 June 2016
Flexible particle system - The Container
By Bartlomiej Filipek
Published 23 June 2014
GPGPU image processing basics using OpenCL.NET
By Ilya Suzdalnitski
Published 15 August 2013
Improving a Sprite-Based Rendering Procedure
By Julien Jorge
Published 16 February 2014
Striving For Graphics API Independence
By Erik Yuzwa
Published 23 January 2002
By Bretton Wade
Published 22 August 1999
Soft-Edged Shadows
By Anirudh.S Shastry
Published 18 January 2005
Thin Film Interference for Computer Graphics
By Bacterius
Published 30 April 2013
The Water Effect Explained
By Roy Willemse
Published 15 February 2000
Skeletal Animation Optimization Tips and Tricks UNDER REVIEW
By Peyman Massoudi
Published 20 February 2015
Overview of Modern Volume Rendering Techniques for Games - Part 2
By Stoyan Nikolov
Published 21 August 2014
Real-Time Radiosity
By Nathan Vegdahl
Published 19 February 2000
Billboarded Foliage in Unreal Engine 4
By Craig Edwards
Published 08 June 2016
Axonometric Projections - A Technical Overview
By Thiadmer Riemersma
Published 16 August 2013
Phong Illumination Explained
By Paul Nettle
Published 23 August 1999
Graphics Programming Black Book
By Michael Abrash
Published 16 February 2002
Shadows and light on Kepler 22
By Maurizio De Girolami
Published 22 September 2016
Designing Parametric Animation Systems
By Peyman Massoudi
Published 30 July 2014
Deferred Rendering Demystified
By Noam Gat
Published 01 March 2010
Geometry Culling in 3D Engines
By Pietari Laurila
Published 09 October 2000
A Closer Look At Parallax Occlusion Mapping
By Jason Zink
Published 09 August 2013
A Simple and Practical Approach to SSAO
By José María Méndez
Published 25 May 2010
Virtual Texture Terrain
By Josh Klint
Published 14 July 2013
Dynamic vertex pulling with D3D11
By Kirill Bazhenov
Published 30 April 2015
A Super Simple Method for Creating Infinite Scenery
By Gabriel T. Delarosa
Published 15 September 2010
A Simple Point Sprite Based Particle Engine
By Almar Joling
Published 06 October 2003
Real-Time Dynamic Fur on the GPU
By Dzmitry Malyshau
Published 14 October 2010
Advanced Terrain Texture Splatting
By Andrey Mishkinis
Published 17 July 2013
Ramblings in Realtime: Chapter 5 - Surface Caching Revisited, Quake's Triangle Models, and More
By Michael Abrash
Published 24 April 2000