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Resources Listed: 47
Topic Author Description
3D Basics
[Added: 8/23/1999]
Thierry Tremblay   
3D Decals
[Added: 8/28/2003]
Francis "DeathWish" Woodhouse  This article explores a possible method of implementing true 3D decals in arbitrary places, without splitting up polygons. 
3D Engines for Games: A Broader Perspective
[Added: 10/19/2000]
Søren Hannibal  Discusses taking your diverse knowledge and bringing it all together to create a complete game engine. 
A Simple Third-Person Camera
[Added: 11/13/2001]
actdevil  Explains how a polar coordinate system can be used to implement a 3rd person camera. 
Advanced Image Panning
[Added: 2/26/2001]
Daniel Wilhelm  Discusses a method to pan images in any direction at any speed with wrap-around. 
Advanced raycasting techniques
[Added: 12/2/1999]
Andreas Christian Seidel  Describes an approach to raycasting that overcomes some of its shortcomings. 
An Introduction To Digital Image Processing
[Added: 10/20/2003]
Frédéric Patin  The aim of this document is to give the reader a little overview of the existing techniques in digital image processing. 
Architecting a 3D Animation Engine
[Added: 2/23/2000]
Scott Corley  Presents some guidelines to developing the C/C++ interface for your animation engine. 
Avoiding Redraw in Graphics
[Added: 11/18/1999]
Joshua Cantrell  Goes over a technique of avoiding overlap/redraw when drawing graphics. This method requires that images are drawn in the order of visible to hidden.  
Basic Line Drawing Algorithm
[Added: 7/16/1999]
Amod Karve   
Behind the Scenes of Messiah’s Character Animation System
[Added: 6/7/2000]
Michael 'Saxs' Persson  Presents some real-world problems, solutions, and nuggets of wisdom learned in the development of Messiah. 
Benefits of A Micro-programmable Graphics Architecture
[Added: 2/16/2001]
Dominic Mallinson  Examines the benefits of a micro-programmable graphics architecture and considers the graphics pipeline and where hardware and software techniques can be applied. 
Bitmap Rotation
[Added: 10/19/1999]
Mike Morton  A series of newsgroup postings where it is explained how to rotate a bitmap. 
Bresenham's Line and Circle Algorithms
[Added: 10/7/1999]
Mark Feldman  A great description of these scan conversion techniques. 
Camera Class Tutorial
[Added: 4/20/2003]
Ian Kerr  Designs and implements a handy camera class. 
Compiled Bitmaps
[Added: 10/19/1999]
John Amato  Covers creating transparent bitmaps by making them part of your code. 
Concatenating Triangle Strips
[Added: 11/27/2002]
Marc Reilly  Explains how to use degenerate triangles to improve batch processing of triangle strips. 
Creating a 3D Game: 3D Basics
[Added: 10/14/1999]
John De Goes  Covers 3D clipping, rotations, perspective view, Z-sorting, and Z-buffering. 
Creating a Custom AppWizard for 3D Development
[Added: 2/17/2002]
Kim Pallister  Shows you how to create a custom Microsoft Visual C++ AppWizard for 3D application development. 
Creating Procedural Objects in 3D Studio MAX
[Added: 6/7/2000]
Gurjeet Sidhu  A procedural object is created by an algorithm that takes a set of parameters that define the object and produces the object representation from that set. This article explains how to write a plug-in to create procedural objects in 3D Studio MAX. 
Devil in the Blue Faceted Dress: Real Time Cloth Animation
[Added: 5/17/2000]
Jeff Lander  A look at simulating cloth in real time. 
Dual Paraboloid Mapping in the Vertex Shader
[Added: 4/17/2006]
Jason Zink  Explains what paraboloid mapping is and demonstrates how to use it with HLSL. 
Entering The 3rd Dimension
[Added: 12/20/1999]
Jeff Weeks  A basic introduction to rotation, translation, and projection. 
Fire How To
[Added: 1/15/2001]
Vaelek  Another explanation of fire using palette animation. 
Fire Tutorial
[Added: 1/15/2001]
Phil Carlisle  Describes a fire technique using palette animation. 
Flex Your Facial Animation Muscles
[Added: 5/17/2000]
Jeff Lander  Jeff continues his examination of facial animation techniques by investigating how to construct and manipulate meshes. 
Four Tricks for Fast Blurring in Software and Hardware
[Added: 2/16/2001]
Alex Evans  Presents a few tricks which can help make real-time blurring possible, and hopefully will provide enough material to inspire you to invent your own hybrid techniques. 
Graphics Programming Black Book
[Added: 2/17/2002]
Michael Abrash  Michael Abrash's legendary book, now available online for free. 
High Dynamic Range Rendering
[Added: 6/19/2004]
Anirudh S Shastry  An introduction that'll help you get your first HDR app running 
Intro to 3D Graphics Programming: Volume I
[Added: 10/19/1999]
Chris Hargrove  Covers the basics of 3D math, the Cartesian coordninate system, and perspective projections. 
Intro to 3D Graphics Programming: Volume II
[Added: 10/19/1999]
Chris Hargrove  Part 2 covers rotations in 2D and 3D 
Intro to 3D Graphics Programming: Volume III
[Added: 10/19/1999]
Chris Hargrove  Discusses the all-important normal. 
Intro to 3D Graphics Programming: Volume IV
[Added: 10/19/1999]
Chris Hargrove  Begins the discussion of polygon fillers with flat and Lambert lighting. 
Intro to 3D Graphics Programming: Volume V
[Added: 10/19/1999]
Chris Hargrove  The last article in this never-finished series covers BSP trees. 
MegaTexture in Quake Wars
[Added: 11/5/2007]
Richard Connery  An overview of MegaTexturing in the new Doom 3 (Tech 4) engine, with a look at advantages and disadvantages of the tech 
Nature in computer graphics
[Added: 9/7/2007]
Shaun Kichenbrand  A research paper outlining various graphical techniques and advancements in rendering natural objects 
Read My Lips: Facial Animation Techniques
[Added: 5/17/2000]
Jeff Lander  This article covers the basics of rendering facial animations in real time. 
Real-Time Rendering Chapter 6: Special Effects
[Added: 2/24/2000]
Tomas Möller and Eric Haines  An excerpt from an essential resource for all graphics programmers. 
Rendering the Great Outdoors: Fast Occlusion Culling for Outdoor Environments
[Added: 4/20/2003]
Michal Bacik  Presents one technique for hidden surface removal usable in 3D engines using tilizing object occlusion. 
Run-Time Pixel Format Conversion
[Added: 3/2/2000]
Michal Bacik  Creates a class to handle general purpose pixel conversion. 
Secrets of Simple Image Filtering
[Added: 9/14/2003]
Christopher Atkinson  This article will explain the theory behind image filtering. 
Spherical Scale Mapping
[Added: 3/4/2005]
Stephan Reiter  Presents a practical approach to the interpolation between arbitrary convex polygonal models. 
Texture Mapping
[Added: 7/16/1999]
Sean Barret  From the PC-GPE 
The Quadratic Curves, Circles and Ellipses FAQ
[Added: 7/29/1999]
hexapod@netcom.com  An FAQ on curves, ellipses, and circles the quadratic way. 
The World of 3-D Graphics Part 1: An Introduction
[Added: 6/26/2001]
David Bull  This new series will provide a complete introduction to 3D concepts. Part 1 introduces the series, and starts off by explaining coordinate systems. 
The World of 3-D Graphics Part 2: Vectors and Planes
[Added: 7/26/2001]
David Bull  The second installment in this series provides a basic introduction to vectors and planes and how to work with them. 
Thinking in 3D - Part I
[Added: 3/30/2000]
Jonathan Tanner  This series introduces the reader to non-API specific 3D graphics. To kick things off, coordinate systems and primitives are explained. 
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