Graphics Programming and Theory Archives
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Dynamic 2D Soft Shadows
By John "Orangy Tang" Campbell |
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Thin Film Interference for Computer Graphics
By Bacterius |
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2D Animation Basics
UNDER REVIEW
By Paul Rayman |
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GPGPU image processing basics using OpenCL.NET
UNDER REVIEW
By Ilya Suzdalnitski |
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Dynamic Resolution Rendering
By Doug Binks |
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Accelerating iray with the NVIDIA Quadro 5000
By Kelly L. Murdock |
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MLAA: Efficiently Moving Antialiasing from the GPU to the CPU
By Alexandre De Pereyra |
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Comparing Shadow Mapping Techniques with Shadow Explorer
By Alexey Rukhlinskiy and Quentin Froemke |
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Real-Time Dynamic Fur on the GPU
By Dzmitry Malyshau |
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A Super Simple Method for Creating Infinite Scenery
By Gabriel T. Delarosa |
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A Simple and Practical Approach to SSAO
By José María Méndez |
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Deferred Rendering Demystified
By Noam Gat |
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Cube Map Rendering Techniques for Direct3D10
By Vincent Prat |
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Walls and Shadows in 2D
By Scott Mayo |
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Cellular Textures, the light speed approach
By Carsten Przyluczky |
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Image Space Lighting
By David Maletz |
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Rendering Water as a Post-process Effect
By Wojciech Toman |
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Moving Noise
By Dan Nielsen |
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Dynamic 3D Scene Graphs
By Andrew Top |
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Computation of Bounding Primitives on the GPU
By Philip Rideout |
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Exploring Metaballs and Isosurfaces in 2D
By Stephen Whitmore |
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A Simple and Inexpensive Ray-casting Effect
By Karsten Schwenk |
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High Dynamic Range Environment Mapping On Mainstream Graphics Hardware
By Lake, Northrop, Freeman |
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Welzl
By Eli Kara |
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White Paper: Procedural Terrain Generation With Fractional Brownian Motion
By Jeffrey M. Freeman |
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Common Misconceptions of Intel® Integrated Graphics
By Chuck DeSylva |
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Nature in computer graphics
By Shaun Kichenbrand |
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Shadow Map Aliasing
By Dave Bookout |
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Shaders and Metaprogramming
By Promit Roy |
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A Closer Look At Parallax Occlusion Mapping
By Jason Zink |
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Dual Paraboloid Mapping in the Vertex Shader
By Jason Zink |
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Khronos Kolumn #01
By Aaron Burton |
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Normal Computations for Heightfield Lighting
By Jeromy Walsh |
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Texturing Heightmaps
By John Dexter |
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Ray Lighting
By Robert Nagy |
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Spherical Scale Mapping
By Stephan Reiter |
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Soft-Edged Shadows
By Anirudh.S Shastry |
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Realistic Natural Effect Rendering: Water I
By Yann Lombard |
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Uniform Terrain Decalcomania
By Graham Towse |
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High Dynamic Range Rendering
By Anirudh S Shastry |
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Real-Time Atmospheric Scattering
By Sean O'Neil |
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Procedural Planets Part 1 - Structure
By Andrew True |
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Adding Realistic Rivers to Random Terrain
By David Clyde |
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Graphics API Independence IV: TGA, BMP & RenderStates!
By Erik "Wazoo" Yuzwa |
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Dynamic 2D Soft Shadows
By Orangy Tang |
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Understanding and Implementing Scene Graphs
By Garret Foster |
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Virtual Camera Position (VCP)
By Hun Yen Kwoon |
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An Example of Shadow Rendering in Direct3D 9
By Jack Hoxley |
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Using Vertex Tweening for Animation
By Brian Jorgensen |
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Super Frustums
By Borja Fdez. Gauna |
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