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Graphics Programming and Theory Articles

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Real Time Cloth Simulation with B-spline Surfaces

Published in Graphics Programming and Theory

By Bojan Lovrović - From numerical analysis to hardware tessellation this article presents my approach on creating detailed cloth simulation in real time. For complete...

Overview of Modern Volume Rendering Techniques for Games - Part 2

Published in Graphics Programming and Theory

By Stoyan Nikolov - In this second post from our multi-post series on volume rendering for games, I’ll explain the technical basics that most solutions share. Through...

Designing Parametric Animation Systems

Published in Graphics Programming and Theory

By Peyman Massoudi - This article tends to show how a parametric animation system can be created and be used by other modules. In this article, Unity Mecanim animation...


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Real Time Cloth Simulation with B-spline Surfaces

Sep 17 2014 09:38 AM | Posted By Bojan Lovrović in Graphics Programming and Theory
From numerical analysis to hardware tessellation this article presents my approach on creating detailed cloth simulation in real time. For complete understanding of the text presented readers should be familiar on how B-splines work. This is not a requirement for implementation since you can simply copy paste functions that do all the B-spline related stuff. Some knowledge in HLSL and DirectX11...

Tagged With:  directx11  b-spline  cloth simulation  math  mathematics  c++ 
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Overview of Modern Volume Rendering Techniques for Games - Part 2

Aug 21 2014 06:40 AM | Posted By Stoyan Nikolov in Graphics Programming and Theory
In this second post from our multi-post series on volume rendering for games, I’ll explain the technical basics that most solutions share. Through all the series I’ll concentrate on ‘realistic’, smooth rendering – not the ‘blocky’ one you can see in games like Minecraft.

Tagged With:  voxel 
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Designing Parametric Animation Systems

Jul 30 2014 03:55 PM | Posted By Peyman Massoudi in Graphics Programming and Theory
This article tends to show how a parametric animation system can be created and be used by other modules. In this article, Unity Mecanim animation system is used to create a parametric animation system.

Tagged With:  character animation  3d animation  parametric animation  locomotion  animation state machine  mecanim  unity mecanim  unity  animation programming  animation blend tree 
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Flexible particle system - The Container

Jun 23 2014 11:49 PM | Posted By Bartlomiej Filipek in Graphics Programming and Theory
One of the most crucial part of a particle system is the container for all particles. It has to hold all the data that describe particles, it should be easy to extend and fast enough. In this post I will write about choices, problems and possible solutions for such a container.

Tagged With:  cpp  particles  animation  optimization  simd 
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Polygon Triangulation

Jun 06 2014 11:38 PM | Posted By Daniel Taylor in Graphics Programming and Theory
Have YOU ever felt a burning desire to decompose arbitrary polygons into triangles? Well now you can!

Tagged With:  math  triangulation  algorithm 
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Let There Be Shadow! UNDER REVIEW

Apr 28 2014 10:11 AM | Posted By Joey Fladderak in Graphics Programming and Theory
In this article I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.

Tagged With:  unity3d  shaders  cg  shadows 
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A Blending Animation Controller for a Skinned Mesh

Mar 24 2014 06:52 AM | Posted By Bruce J. Veazie in Graphics Programming and Theory
Animating a skinned mesh requires a method to put the character in motion on-screen. This article discusses a concept and a practical implementation of an animation controller for a skinned mesh.

Tagged With:  animation controller  skinned mesh 
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Perspective projections in LH and RH systems

Mar 24 2014 06:49 AM | Posted By Martin Prantl in Graphics Programming and Theory
As you may know, DirectX uses by default left-handed coordinate system (LH) and OpenGL uses right-handed system (RH). RH system has become some kind of a standard in a computer graphic. However, for my personal purposes, LH system seems more logical to visualise. In this article I summarize differences in matrices and also differences in both APIs (DirectX and OpenGL)

Tagged With:  projection  directx  dx  ogl  opengl 
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5 Bone Fully Rigged Humanoid Character

Mar 04 2014 02:09 PM | Posted By Andreas N. Grontved in Graphics Programming and Theory
A short article on how to severely optimize the human skeleton and boil it down to a bare minimum of only 5 skeletal bones.

Tagged With:  rigging  optimization  skinning 
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How to Work with FBX SDK

Mar 03 2014 12:01 PM | Posted By Tianyu Lang in Graphics Programming and Theory
This article introduces you to FBXSDK and teaches you how to export FBX model/animation to your own format

Tagged With:  how to  fbx  autodesk  sdk  graphics  animation  model  mesh  exporter 
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Skinned Mesh Animation Using Matrices

Feb 26 2014 02:33 AM | Posted By Bruce J. Veazie in Graphics Programming and Theory
Games often use animated characters which walk, run, shoot, etc. Those animated characters are often rendered using an animated skinned mesh. Animating such a mesh can be implemented using arrays of matrices.

Tagged With:  animation  matrix  skinned mesh 
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Fast GUI Rendering using Texture2DArray

Feb 25 2014 04:33 PM | Posted By Kristoffer Lindström in Graphics Programming and Theory
This is my rendering approach to creating a custom GUI library that would support my needs of being fast, easy to work with and having a rendering system that merged well with general drawing of low vertex count objects.

Tagged With:  gui  ui  immediate  fast  directx  texture2darray  font  text  rendering  realtime 
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Improving a Sprite-Based Rendering Procedure

Feb 16 2014 06:54 PM | Posted By Julien Jorge in Graphics Programming and Theory
So you are developing a 2D game and, suddenly, you discover that the rendering procedure is too slow. What would you do? Would you put less elements in your levels or would you render them more efficiently? Since you are here, I suppose that you would pick the latter. So, here we go, I am going to tell you how to render less things while having more.

Tagged With:  optimization  sprites  largest empty rectangle  rendering  2d 
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The Total Beginner's Guide to 3D Graphics Theory

Nov 22 2013 02:23 AM | Posted By Tim Bright in Graphics Programming and Theory
Interested in how 3D graphics work, but don't know anything about the basic theory? Here's a good place to start learning about the mystery of 3D graphics.

Tagged With:  graphics theory 
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Overview of Modern Volume Rendering Techniques for Games - Part 1

Oct 25 2013 09:29 PM | Posted By Stoyan Nikolov in Graphics Programming and Theory
In these series I’ll explain the details of some of the algorithms as well as their practical implementations.This first post introduces the concept of volume rendering and what are it’s greatest benefits for games.

Tagged With:  voxel  rendering  procedural 
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Introduction to the Graphics Pipeline

Aug 30 2013 05:25 AM | Posted By Steven De Bock in Graphics Programming and Theory
This article is mainly intended to give some introductory background information to the graphics pipeline in a triangle-based rendering scheme and how it maps to the different system components. We'll only cover the parts of the pipeline that are relevant to understaning the rendering of a single triangle with OpenGL.

Tagged With:  shaders  opengl  graphics pipeline 
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Axonometric Projections - A Technical Overview

Aug 16 2013 03:16 AM | Posted By Thiadmer Riemersma in Graphics Programming and Theory
This article discusses how axonometric projections may be used in computer graphics, multimedia applications and computer games. It compares the axonometric projection, or parallel perspective, to the linear perspective, lists the major properties and tackles some implementation details.

Tagged With:  parallel perspective  linear perspective  axonometric  isometric  dimetric 
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2D Animation Basics

Aug 15 2013 02:24 PM | Posted By Paul Rayman in Graphics Programming and Theory
A good example of 2D animation is classic cartoons – multiple pictures of Mickey Mouse or Donald Duck alternating over time and producing the effect of moving objects. Modern 2D animation software allows creating animation much easier though, without making oodles of frames.

Tagged With:  curve editor  2d animation 
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GPGPU image processing basics using OpenCL.NET

Aug 15 2013 02:22 PM | Posted By Ilya Suzdalnitski in Graphics Programming and Theory
OpenCL is a cross-platform framework used mostly for GPGPU (General-purpose computing on graphics processing units). There are plenty of tutorials available on image processing with OpenCL using C/C++, however there's not much information that would cover OpenCL image processing with .NET.I won't go into details about OpenCL kernels/queues/etc. (there's plenty of information available on the in...

Tagged With:  OpenCL  Image Processing  .NET  GPGPU 
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HLSL: Greyscale Shader Tutorial

Aug 09 2013 01:27 PM | Posted By George Kristiansen in Graphics Programming and Theory
This article explains an easy way to convert your colour renderings to an old-style greyscale.

Tagged With:  hlsl  greyscale  black and white  shader  tutorial 
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A Closer Look At Parallax Occlusion Mapping

Aug 09 2013 01:57 AM | Posted By Jason Zink in Graphics Programming and Theory
Parallax occlusion mapping is a technique that reduces a geometric model’s complexity by encoding surface detail information in a texture. The surface information that is typically used is a height-map representation of the replaced geometry. When the model is rendered, the surface details are reconstructed in the pixel shader from the height-map texture information.

Tagged With:  parallax  occulsion 
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Efficient Normal Computations for Terrain Lighting in DirectX 10

Jul 30 2013 01:52 PM | Posted By Jeromy Walsh in Graphics Programming and Theory
It is my hope that by the end of this article you will have discovered some efficient and exciting ways to take advantage of current-generation hardware to compute the surface and vertex normals necessary for the complex lighting algorithms which will be popping up with the new generation of rendering hardware

Tagged With:  normal  terrain  lighting  dx10  shaders  hlsl 
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Advanced Terrain Texture Splatting

Jul 17 2013 07:56 PM | Posted By Andrey Mishkinis in Graphics Programming and Theory
In this article I will explain a texture splatting algorithm which allows you to create more natural terrain. This algorithm may be used in shaders of 3D games as well as in 2D games.

Tagged With:  terrain  splatting  texture 
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Virtual Texture Terrain

Jul 14 2013 12:59 AM | Posted By Josh Klint in Graphics Programming and Theory
With the Leadwerks 3 terrain system, I wanted to retain the advantages of terrain in Leadwerks 2, but overcome some of the limitations. id Software's "megatexture" technique offered artistic freedom, but there were some serious issues to overcome.

Tagged With:  leadwerks  opengl  terrain  megatexture 
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Thin Film Interference for Computer Graphics

Apr 30 2013 03:49 PM | Posted By Bacterius in Graphics Programming and Theory
Theoretical and practical considerations on rendering thin film interference effects.

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