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Graphics Programming and Theory Archives

Dynamic 2D Soft Shadows
By John "Orangy Tang" Campbell
Published 24 April 2013
Thin Film Interference for Computer Graphics
By Bacterius
Published 30 April 2013
2D Animation Basics UNDER REVIEW
By Paul Rayman
Published 15 February 2013
GPGPU image processing basics using OpenCL.NET UNDER REVIEW
By Ilya Suzdalnitski
Published 15 February 2013
Dynamic Resolution Rendering
By Doug Binks
Published 25 September 2011
Accelerating iray with the NVIDIA Quadro 5000
By Kelly L. Murdock
Published 14 August 2011
MLAA: Efficiently Moving Antialiasing from the GPU to the CPU
By Alexandre De Pereyra
Published 25 July 2011
Comparing Shadow Mapping Techniques with Shadow Explorer
By Alexey Rukhlinskiy and Quentin Froemke
Published 21 March 2011
Real-Time Dynamic Fur on the GPU
By Dzmitry Malyshau
Published 14 October 2010
A Super Simple Method for Creating Infinite Scenery
By Gabriel T. Delarosa
Published 15 September 2010
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
Cube Map Rendering Techniques for Direct3D10
By Vincent Prat
Published 01 February 2010
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
Image Space Lighting
By David Maletz
Published 11 June 2009
Rendering Water as a Post-process Effect
By Wojciech Toman
Published 04 June 2009
Moving Noise
By Dan Nielsen
Published 27 May 2009
Dynamic 3D Scene Graphs
By Andrew Top
Published 10 December 2008
Computation of Bounding Primitives on the GPU
By Philip Rideout
Published 12 November 2008
Exploring Metaballs and Isosurfaces in 2D
By Stephen Whitmore
Published 03 September 2008
A Simple and Inexpensive Ray-casting Effect
By Karsten Schwenk
Published 19 June 2008
High Dynamic Range Environment Mapping On Mainstream Graphics Hardware
By Lake, Northrop, Freeman
Published 21 March 2008
Welzl
By Eli Kara
Published 19 March 2008
White Paper: Procedural Terrain Generation With Fractional Brownian Motion
By Jeffrey M. Freeman
Published 21 January 2008
Common Misconceptions of Intel® Integrated Graphics
By Chuck DeSylva
Published 16 December 2007
Nature in computer graphics
By Shaun Kichenbrand
Published 07 September 2007
Shadow Map Aliasing
By Dave Bookout
Published 12 July 2007
Shaders and Metaprogramming
By Promit Roy
Published 03 July 2007
A Closer Look At Parallax Occlusion Mapping
By Jason Zink
Published 28 June 2006
Dual Paraboloid Mapping in the Vertex Shader
By Jason Zink
Published 16 April 2006
Khronos Kolumn #01
By Aaron Burton
Published 03 October 2005
Normal Computations for Heightfield Lighting
By Jeromy Walsh
Published 04 August 2005
Texturing Heightmaps
By John Dexter
Published 12 May 2005
Ray Lighting
By Robert Nagy
Published 27 April 2005
Spherical Scale Mapping
By Stephan Reiter
Published 04 March 2005
Soft-Edged Shadows
By Anirudh.S Shastry
Published 18 January 2005
Realistic Natural Effect Rendering: Water I
By Yann Lombard
Published 07 September 2004
Uniform Terrain Decalcomania
By Graham Towse
Published 29 June 2004
High Dynamic Range Rendering
By Anirudh S Shastry
Published 19 June 2004
Real-Time Atmospheric Scattering
By Sean O'Neil
Published 03 May 2004
Procedural Planets Part 1 - Structure
By Andrew True
Published 21 March 2004
Adding Realistic Rivers to Random Terrain
By David Clyde
Published 15 March 2004
Graphics API Independence IV: TGA, BMP & RenderStates!
By Erik "Wazoo" Yuzwa
Published 08 January 2004
Dynamic 2D Soft Shadows
By Orangy Tang
Published 04 January 2004
Understanding and Implementing Scene Graphs
By Garret Foster
Published 21 December 2003
Virtual Camera Position (VCP)
By Hun Yen Kwoon
Published 13 December 2003
An Example of Shadow Rendering in Direct3D 9
By Jack Hoxley
Published 04 December 2003
Using Vertex Tweening for Animation
By Brian Jorgensen
Published 26 November 2003
Super Frustums
By Borja Fdez. Gauna
Published 02 November 2003

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