Graphics Programming and Theory Archives
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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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Rendering Water as a Post-process Effect
By Wojciech Toman |
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Thin Film Interference for Computer Graphics
By Bacterius |
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Dynamic 2D Soft Shadows
By Orangy Tang |
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Moving Noise
By Dan Nielsen |
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Dynamic 2D Soft Shadows
By John "Orangy Tang" Campbell |
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GPGPU image processing basics using OpenCL.NET
UNDER REVIEW
By Ilya Suzdalnitski |
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2D Animation Basics
UNDER REVIEW
By Paul Rayman |
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The Water Effect Explained
By Roy Willemse |
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Bresenham's Line and Circle Algorithms
By Mark Feldman |
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Comparing Shadow Mapping Techniques with Shadow Explorer
By Alexey Rukhlinskiy and Quentin Froemke |
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Soft-Edged Shadows
By Anirudh.S Shastry |
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Graphics Programming Black Book
By Michael Abrash |
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Realistic Natural Effect Rendering: Water I
By Yann Lombard |
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Dynamic Resolution Rendering
By Doug Binks |
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Striving For Graphics API Independence
By Erik Yuzwa |
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Real-Time Atmospheric Scattering
By Sean O'Neil |
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Axonometric Projections - A Technical Overview
By Thiadmer Riemersma |
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'Slope Lighting' Terrain
By Charlie Van Noland |
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Lightning
By Ian McDougall |
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Really Fast Software Blending
By Kevin Gadd |
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Shader Programming Part I: Fundamentals of Vertex Shaders
By Wolfgang Engel |
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Fast Computation of Terrain Shadow Maps
By Mircea Marghidanu |
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Introduction to Shader Programming Part II: Programming Vertex Shaders
By Wolfgang F. Engel |
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Bezier Curves and Surfaces
By Jesper Tveit |
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Introduction to Shader Programming Part III Fundamentals of Pixel Shaders
By Wolfgang F. Engel |
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Introduction to Shader Programming Part IV: Programming Pixel Shaders
By Wolfgang F. Engel |
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MLAA: Efficiently Moving Antialiasing from the GPU to the CPU
By Alexandre De Pereyra |
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Advanced Shader Programming: Diffuse & Specular Lighting with Pixel Shaders
By Wolfgang F. Engel |
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Concatenating Triangle Strips
By Marc Reilly |
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The Theory of Stencil Shadow Volumes
By Yen Kwoon, Hun |
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Cg Bumpmapping
By Razvan Surdulescu |
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Terrain Geomorphing in the Vertex Shader
By Daniel Wagner |
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Direct3D vs. OpenGL: Which API to Use When, Where, and Why
By Promit Roy |
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The Second Life of Brute Force Terrain Mapping
By Sander Maréchal |
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Terrain Generation Using Fluid Simulation
By Francis Woodhouse |
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An Introduction To Digital Image Processing
By Frédéric Patin |
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Using Vertex Tweening for Animation
By Brian Jorgensen |
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Understanding and Implementing Scene Graphs
By Garret Foster |
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Adding Realistic Rivers to Random Terrain
By David Clyde |
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Procedural Planets Part 1 - Structure
By Andrew True |
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Graphics API Independence IV: TGA, BMP & RenderStates!
By Erik "Wazoo" Yuzwa |
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Virtual Camera Position (VCP)
By Hun Yen Kwoon |
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Super Frustums
By Borja Fdez. Gauna |
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A Simple Point Sprite Based Particle Engine
By Almar Joling |
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High Dynamic Range Rendering
By Anirudh S Shastry |
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Cg Shadow Volumes
By Razvan Surdulescu |
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3D Decals
By Francis "DeathWish" Woodhouse |
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Designing an Extensible Particle System using C++ and Templates
By Kent "_dot_" Lai |
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