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Graphics Programming and Theory Articles

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Shadows and light on Kepler 22

Published in Graphics Programming and Theory

By Maurizio De Girolami - A brief description of the lighting system of the Kepler22 game.
Kepler22 is an open world game with mixed indoor / outdoor environment and fu...

Shadow Map Silhouette Revectorization (SMSR)

Published in Graphics Programming and Theory

By Vladimir Bondarev - SMSR is MLAA based post-processing algorithm which aims to revectorize low res shadow maps.

Procedural Generation: Implementation Considerations

Published in Graphics Programming and Theory

By Francisco RA - This article discusses considerations when you are implementing procedural generation (procgen) systems.


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Shadows and light on Kepler 22

Sep 22 2016 01:38 PM | Posted By Maurizio De Girolami in Graphics Programming and Theory
A brief description of the lighting system of the Kepler22 game.Kepler22 is an open world game with mixed indoor / outdoor environment and full dynamic lighting which runs smoothly even on the older ios devices. This was possible thanks to some unusual tecniques...

Tagged With:  shadows  lighting  mobile  light id map  shadow intensity map  power vr  deferred 
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16Likes
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Shadow Map Silhouette Revectorization (SMSR)

Jun 15 2016 04:34 AM | Posted By Vladimir Bondarev in Graphics Programming and Theory
SMSR is MLAA based post-processing algorithm which aims to revectorize low res shadow maps.

Tagged With:  CG  Shader  Anti-Aliasing  Shadow Mapping  Post Processing 
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Procedural Generation: Implementation Considerations UNDER REVIEW

Jun 11 2016 08:02 AM | Posted By Francisco RA in Graphics Programming and Theory
This article discusses considerations when you are implementing procedural generation (procgen) systems.

Tagged With:  procgen  procedural generation  gamedev  pcg 
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Procedural Generation: Pros and Cons

Jun 08 2016 05:53 PM | Posted By Francisco RA in Graphics Programming and Theory
In this article I discuss the pros and cons of using procedural generation (ProcGen). This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do.

Tagged With:  procgen  procedural generation  gamedev  pcg 
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Billboarded Foliage in Unreal Engine 4

Jun 08 2016 05:52 PM | Posted By Craig Edwards in Graphics Programming and Theory
Learn how to render forests of potentially millions of trees in Unreal Engine 4, without bogging down your hardware.

Tagged With:  UE4  Shader  Material  Material Instancing  Foliage  Billboard  Forest  Unreal Engine 4 
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Coverage Buffer as main Occlusion Culling technique

Jun 26 2015 03:54 PM | Posted By Damon Wall in Graphics Programming and Theory
This article describes an Occlusion Culling technique inspired by CryEngine's C-Buffer. This technique is CPU-based but uses Z-Buffer from previous frame to compare with CPU-rasterized primitives.

Tagged With:  graphics  occlusion culling 
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Dynamic vertex pulling with D3D11

Apr 30 2015 01:14 AM | Posted By Kirill Bazhenov in Graphics Programming and Theory
This article covers a method that allows you to render millions of unique objects with Direct3D11 or OpenGL 4+ with minimal CPU overhead. Rendering objects this way is very close to DX12/Mantle/Vulkan performance.

Tagged With:  d3d11  azdo  next-gen 
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Skeletal Animation Optimization Tips and Tricks UNDER REVIEW

Feb 20 2015 01:28 PM | Posted By Peyman Massoudi in Graphics Programming and Theory
Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make them run more efficiently in real-time scenes. This article tends to address some of these techniques in two levels. Implementation level and usage level.

Tagged With:  Animation  Character Animation  Optimization  Skeletal Animation 
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Let There Be Shadow!

Oct 21 2014 03:34 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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Real Time Cloth Simulation with B-spline Surfaces

Sep 17 2014 09:38 AM | Posted By Bojan Lovrovic 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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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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