Graphics |
Topic |
Author |
Description |
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Crytek GmbH Presentations [Added: 6/15/2009]
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Various
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A repository of lecture slides from Crytek engineers given at various game development conferences on a broad range of graphics and game development - with additional video and PDF documents |
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Subcategory: Alpha Blending |
Topic |
Author |
Description |
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2D Alpha Blending Using MMX Technology [Added: 9/1/2001]
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Matthias Hofmann
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Provides an improvement to a blending technique described in an earlier article. |
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8-Bit Indexed Color Translucency [Added: 7/5/2000]
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Travis Bemann
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Covers how to use 256 indexed color translucency. |
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Additive Alpha Blending Routine in Assembly [Added: 8/21/1999]
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Jim Bellinger
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This is example source code of an alpha blending routine in assembly. According to it's author, the code can easily be inserted into VC++, in fact, that's what you're supposed to do. |
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MMX Enhanced Alpha Blending [Added: 10/21/1999]
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John Hebert
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Covers optimizing alpha belding by taking advantage of MMX. |
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Really Fast Software Blending [Added: 11/20/2001]
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Kevin Gadd
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Presents the author's method of performing fast alpha blending in software using a variation on lookup tables. |
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The CodeDemon's Guide To Translucency [Added: 12/22/1999]
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Jesse Towner
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Covers several methods of translucency, focusing on alpha blending. |
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True-color Software Blending [Added: 9/14/1999]
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Seumas McNally
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Covers additive blending and alpha blending. |
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Subcategory: Denthor's Asphyxia Tutorials |
Topic |
Author |
Description |
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3d Solids [Added: 7/16/1999]
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Animation [Added: 7/16/1999]
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ASM and Fire Code [Added: 7/16/1999]
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Basic 3d Programming [Added: 7/16/1999]
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Circles and Lines [Added: 7/16/1999]
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Cross-Fading [Added: 7/16/1999]
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Glenzing, Fast Polys, etc [Added: 7/16/1999]
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Hidden Surface Removal [Added: 7/16/1999]
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Lookup Tables [Added: 7/16/1999]
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Mode 13h [Added: 7/16/1999]
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Mode-X Scrolling [Added: 7/16/1999]
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Palette Changing [Added: 7/16/1999]
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Pixel Morphs [Added: 7/16/1999]
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Plasmas [Added: 7/16/1999]
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Scaling Bitmaps [Added: 7/16/1999]
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Scrolling [Added: 7/16/1999]
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Starfields [Added: 7/16/1999]
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Texture Mapping [Added: 7/16/1999]
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VGA Mode-X [Added: 7/16/1999]
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Virtual Screens [Added: 7/16/1999]
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Subcategory: Dithering |
Topic |
Author |
Description |
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8 bit deep b/w dither [Added: 7/16/1999]
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Advanced Dither Needed (untested) [Added: 7/16/1999]
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Advanced Dither Needed (untested) II [Added: 7/16/1999]
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Dither Source [Added: 7/16/1999]
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Dithering (Floyd-Steinberg) Source [Added: 7/16/1999]
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Floyd-Steinberg Notes [Added: 7/16/1999]
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Subcategory: Michael Abrash's Articles |
Topic |
Author |
Description |
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256-color VGA Animation [Added: 7/16/1999]
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3d Animation [Added: 7/16/1999]
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80x86 Optimizations [Added: 7/16/1999]
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Catching up (various topics re-examined) [Added: 7/16/1999]
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Color-modeling in 256-color mode [Added: 7/16/1999]
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Fast 3-d Animation : Meet X-Sharp [Added: 7/16/1999]
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Fast Antialiasing [Added: 7/16/1999]
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Fast Convex Polygons [Added: 7/16/1999]
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Fast Texture Mapping [Added: 7/16/1999]
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Further ruminations of the Edsun CEG/DAC [Added: 7/16/1999]
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Mode X: 256-color VGA Magic [Added: 7/16/1999]
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More 3-d Animation [Added: 7/16/1999]
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More on Bresenhams run-length slice algorithm [Added: 7/16/1999]
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More on Texture Mapping [Added: 7/16/1999]
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More undocumented 256-color VGA Magic [Added: 7/16/1999]
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Moving, faster lines and page flipping [Added: 7/16/1999]
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Raw Speed and More (X-Sharp 3-D Prog) [Added: 7/16/1999]
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The Polygon Primeval [Added: 7/16/1999]
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The Sierra Hicolor DAC [Added: 7/16/1999]
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The Simplicity of Complex Polygons [Added: 7/16/1999]
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The Virtues of inexpensive approximation [Added: 7/16/1999]
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Subcategory: Lighting and Shading |
Topic |
Author |
Description |
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A Closer Look At Parallax Occlusion Mapping [Added: 6/28/2006]
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Jason Zink
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Presents a guide to parallax occlusion mapping as well as a sample implementation. |
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Cel-Shading [Added: 7/13/2001]
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Sami Hamlaoui
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Provides an introduction to cel-shading, a technique for creating cartoon-like images using conventional 3D methods. |
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Fast Phong Shading (OTMPHONG.DOC) [Added: 7/16/1999]
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Fast Phong Shading by Gary Bishop [Added: 7/16/1999]
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Gouraud [Added: 7/16/1999]
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Gouraud Shaded Polygons [Added: 7/16/1999]
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High Dynamic Range Environment Mapping On Mainstream Graphics Hardware [Added: 2/22/2005]
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Adam Lake and Cody Northrop Intel® Software Solution Group (SSG) Modern Game Technologies Project
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This article discusses the capture, storage, and display of high dynamic range images. |
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Light Based Tessellation [Added: 10/11/2001]
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Jeff Andrews
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Light Based Tessellation technology is used for adding enhanced lighting effects to three-dimensional objects. Current lighting algorithms operate only on each vertex of a polygon in order to create lighting effects. By tessellating (breaking up) a polygon, more vertices will be created with which the lighting algorithms can work, thus producing better lighting effects. |
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Phong Illumination Explained [Added: 8/23/1999]
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Paul Nettle
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Nettle explains Phong illumination in this article. (not phong shading) |
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Phong Lighting and Specular Highlights [Added: 7/16/1999]
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Shaders and Metaprogramming [Added: 7/3/2007]
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Promit Roy
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Discusses how to robustly expose shader constant parameters from a .NET 2.0 application using the reflection and metaprogramming abilities of managed code |
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Texture Shading by Tom Hammersley [Added: 7/16/1999]
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Subcategory: Radiosity |
Topic |
Author |
Description |
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Radiosity in English [Added: 8/22/1999]
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Paul Nettle
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In this article, Paul Nettle describes radiosity in an easy to understand way. |
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Radiosity in English II: Form Factor Calculation [Added: 8/22/1999]
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Paul Nettle
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This is the second part of Paul Nettle's Radiosity in English Series. |
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Radiosity Methods [Added: 12/2/1999]
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Hin Jang
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A good and somewhat technical introduction to radiosity. |
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Real-Time Radiosity [Added: 2/19/2000]
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Nathan Vegdahl
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Presents a method of attaining realistic lighting in games using radiosity. |
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Real-Time Radiosity Part II [Added: 7/5/2000]
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Nathan Vegdahl
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This follow-up to the original article gets into the actual method, explaining radiosity mapping, dynamic light source radiosity, and dynamic object to static object radiosity.
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Subcategory: Voxels |
Topic |
Author |
Description |
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Voxel Engine [Added: 8/22/1999]
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Tim Clarke
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Newsgroup posting that discusses how to do a voxel engine. |
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Subcategory: General |
Topic |
Author |
Description |
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3D Basics [Added: 8/23/1999]
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Thierry Tremblay
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3D Decals [Added: 8/28/2003]
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Francis "DeathWish" Woodhouse
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This article explores a possible method of implementing true 3D decals in arbitrary places, without splitting up polygons. |
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3D Engines for Games: A Broader Perspective [Added: 10/19/2000]
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Sřren Hannibal
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Discusses taking your diverse knowledge and bringing it all together to create a complete game engine. |
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A Simple Third-Person Camera [Added: 11/13/2001]
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actdevil
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Explains how a polar coordinate system can be used to implement a 3rd person camera. |
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Advanced Image Panning [Added: 2/26/2001]
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Daniel Wilhelm
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Discusses a method to pan images in any direction at any speed with wrap-around. |
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Advanced raycasting techniques [Added: 12/2/1999]
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Andreas Christian Seidel
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Describes an approach to raycasting that overcomes some of its shortcomings. |
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An Introduction To Digital Image Processing [Added: 10/20/2003]
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Frédéric Patin
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The aim of this document is to give the reader a little overview of the existing techniques in digital image processing. |
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Architecting a 3D Animation Engine [Added: 2/23/2000]
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Scott Corley
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Presents some guidelines to developing the C/C++ interface for your animation engine. |
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Avoiding Redraw in Graphics [Added: 11/18/1999]
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Joshua Cantrell
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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.
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Basic Line Drawing Algorithm [Added: 7/16/1999]
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Amod Karve
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Behind the Scenes of Messiah’s Character Animation System [Added: 6/7/2000]
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Michael 'Saxs' Persson
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Presents some real-world problems, solutions, and nuggets of wisdom learned in the development of Messiah. |
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Benefits of A Micro-programmable Graphics Architecture [Added: 2/16/2001]
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Dominic Mallinson
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Examines the benefits of a micro-programmable graphics architecture and considers the graphics pipeline and where hardware and software techniques can be applied. |
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Bitmap Rotation [Added: 10/19/1999]
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Mike Morton
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A series of newsgroup postings where it is explained how to rotate a bitmap. |
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Bresenham's Line and Circle Algorithms [Added: 10/7/1999]
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Mark Feldman
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A great description of these scan conversion techniques. |
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Camera Class Tutorial [Added: 4/20/2003]
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Ian Kerr
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Designs and implements a handy camera class. |
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Compiled Bitmaps [Added: 10/19/1999]
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John Amato
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Covers creating transparent bitmaps by making them part of your code. |
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Concatenating Triangle Strips [Added: 11/27/2002]
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Marc Reilly
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Explains how to use degenerate triangles to improve batch processing of triangle strips. |
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Creating a 3D Game: 3D Basics [Added: 10/14/1999]
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John De Goes
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Covers 3D clipping, rotations, perspective view, Z-sorting, and Z-buffering. |
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Creating a Custom AppWizard for 3D Development [Added: 2/17/2002]
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Kim Pallister
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Shows you how to create a custom Microsoft Visual C++ AppWizard for 3D application development. |
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Creating Procedural Objects in 3D Studio MAX [Added: 6/7/2000]
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Gurjeet Sidhu
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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. |
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Devil in the Blue Faceted Dress: Real Time Cloth Animation [Added: 5/17/2000]
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Jeff Lander
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A look at simulating cloth in real time. |
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Dual Paraboloid Mapping in the Vertex Shader [Added: 4/17/2006]
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Jason Zink
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Explains what paraboloid mapping is and demonstrates how to use it with HLSL. |
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Entering The 3rd Dimension [Added: 12/20/1999]
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Jeff Weeks
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A basic introduction to rotation, translation, and projection. |
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Fire How To [Added: 1/15/2001]
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Vaelek
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Another explanation of fire using palette animation. |
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Fire Tutorial [Added: 1/15/2001]
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Phil Carlisle
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Describes a fire technique using palette animation. |
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Flex Your Facial Animation Muscles [Added: 5/17/2000]
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Jeff Lander
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Jeff continues his examination of facial animation techniques by investigating how to construct and manipulate meshes. |
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Four Tricks for Fast Blurring in Software and Hardware [Added: 2/16/2001]
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Alex Evans
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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. |
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Graphics Programming Black Book [Added: 2/17/2002]
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Michael Abrash
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Michael Abrash's legendary book, now available online for free. |
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High Dynamic Range Rendering [Added: 6/19/2004]
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Anirudh S Shastry
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An introduction that'll help you get your first HDR app running |
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Intro to 3D Graphics Programming: Volume I [Added: 10/19/1999]
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Chris Hargrove
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Covers the basics of 3D math, the Cartesian coordninate system, and perspective projections. |
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Intro to 3D Graphics Programming: Volume II [Added: 10/19/1999]
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Chris Hargrove
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Part 2 covers rotations in 2D and 3D |
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Intro to 3D Graphics Programming: Volume III [Added: 10/19/1999]
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Chris Hargrove
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Discusses the all-important normal. |
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Intro to 3D Graphics Programming: Volume IV [Added: 10/19/1999]
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Chris Hargrove
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Begins the discussion of polygon fillers with flat and Lambert lighting. |
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Intro to 3D Graphics Programming: Volume V [Added: 10/19/1999]
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Chris Hargrove
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The last article in this never-finished series covers BSP trees. |
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MegaTexture in Quake Wars [Added: 11/5/2007]
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Richard Connery
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An overview of MegaTexturing in the new Doom 3 (Tech 4) engine, with a look at advantages and disadvantages of the tech |
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Nature in computer graphics [Added: 9/7/2007]
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Shaun Kichenbrand
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A research paper outlining various graphical techniques and advancements in rendering natural objects |
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Read My Lips: Facial Animation Techniques [Added: 5/17/2000]
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Jeff Lander
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This article covers the basics of rendering facial animations in real time. |
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Real-Time Rendering Chapter 6: Special Effects [Added: 2/24/2000]
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Tomas Möller and Eric Haines
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An excerpt from an essential resource for all graphics programmers. |
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Rendering the Great Outdoors: Fast Occlusion Culling for Outdoor Environments [Added: 4/20/2003]
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Michal Bacik
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Presents one technique for hidden surface removal usable in 3D engines using tilizing object occlusion. |
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Run-Time Pixel Format Conversion [Added: 3/2/2000]
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Michal Bacik
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Creates a class to handle general purpose pixel conversion. |
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Secrets of Simple Image Filtering [Added: 9/14/2003]
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Christopher Atkinson
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This article will explain the theory behind image filtering. |
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Spherical Scale Mapping [Added: 3/4/2005]
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Stephan Reiter
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Presents a practical approach to the interpolation between arbitrary convex polygonal models. |
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Texture Mapping [Added: 7/16/1999]
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Sean Barret
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From the PC-GPE |
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The Quadratic Curves, Circles and Ellipses FAQ [Added: 7/29/1999]
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hexapod@netcom.com
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An FAQ on curves, ellipses, and circles the quadratic way. |
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The World of 3-D Graphics Part 1: An Introduction [Added: 6/26/2001]
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David Bull
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This new series will provide a complete introduction to 3D concepts. Part 1 introduces the series, and starts off by explaining coordinate systems. |
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The World of 3-D Graphics Part 2: Vectors and Planes [Added: 7/26/2001]
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David Bull
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The second installment in this series provides a basic introduction to vectors and planes and how to work with them. |
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Thinking in 3D - Part I [Added: 3/30/2000]
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Jonathan Tanner
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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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Subcategory: Hidden Surface Removal |
Topic |
Author |
Description |
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3D Backface Culling [Added: 7/5/2000]
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Jeff Weeks
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Explains what backface culling is and why it's used. |
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A Compact Method for Backface Culling [Added: 3/24/2000]
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Osnat Levi, Ronen Zohar, Haim Barad, Alex Klimovitski
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Introduces a method of front-end culling for improved performance. |
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Binary Space Partitioning Trees and Polygon Removal in Real Time 3D Rendering [Added: 2/16/2002]
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Samuel Ranta-Eskola
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This article documents the author's work developing a BSP-tree engine with physics, radiosity and network optimization. |
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Geometry Culling in 3D Engines [Added: 10/9/2000]
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Pietari Laurila
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Takes a look at all the major visibility culling algorithms in use today, including view frustum, occlusion, and contribution culling. |
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Occlusion Culling Algorithms [Added: 7/10/2000]
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Tomas Möller and Eric Haines
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From Chapter 7 of Real Time Rendering, this discusses the class of acceleration schemes known as the occlusion culling techniques. |
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Quake Hidden Surface Removal [Added: 8/22/1999]
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Derek Nickel
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Covers how Michael Abrash handled hidden surfaces in the original Quake. |
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Subcategory: WWH Series |
Topic |
Author |
Description |
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WWH - 3D Clipping to an arbitrary FOV with 3x3 or 4x4 Matrices [Added: 8/23/1999]
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Paul Nettle
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This WWH describes a 3D Clipper that results in convex n-gons. |
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WWH - Calculating a Rotation Matrix Based on Location/Target [Added: 8/23/1999]
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Paul Nettle
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The purpose here is to describe how to obtain a proper matrix given a
location and a target (or a vector), and an amount of roll. This document also emulates the specific nature of 3DS cameras, when it comes to the degenerate case. |
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WWH - Properly Reordering Face Vertex Indices (y/z swap) [Added: 8/23/1999]
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Paul Nettle
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The purpose of this WWH is to explain how to properly re-order the
face indices of triangular polygon patches when the Y/Z is swapped. |
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WWH - Rendering Convex N-Gons [Added: 8/23/1999]
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Paul Nettle
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Requires basic understanding of (triangular) polygon rendering and scan conversion. |
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WWH - Sub-pixel Accuracy [Added: 8/23/1999]
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Paul Nettle
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This WWH describes sub-pixel accuracy. The purpose of a WWH is to expand one's knowledge on a topic they already understand, but need a reference, a refresher course, or to simply extend what they already know about the topic. |
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WWH - Sub-texel Accuracy [Added: 8/23/1999]
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Paul Nettle
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This article describes sub-texel accuracy. This document relies on the fact that you have already read WWH1
(sub-pixel accuracy) as they are interrelated, and especially since
you can't achieve sub-texel accuracy without first achieving
sub-pixel accuracy.
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Subcategory: Texture Mapping |
Topic |
Author |
Description |
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2D Bump Mapping [Added: 7/16/1999]
|
|
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A Texture Mapping Technique [Added: 7/5/2000]
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Joshua Cantrell
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General Information about a way to implement perspective projection texture mapping. It may not be standard, but it shows the derivation of the formulae involved. |
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A tutorial for 2d and 3d vector and texture mapped graphics [Added: 7/16/1999]
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Applying the Texture Mapping Technique [Added: 7/5/2000]
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Joshua Cantrel
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General Information about a way to implement texture mapping. This uses the formula derived in the first article and describes a way to put this into code. |
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Bilinear Interpolation Of Texture Maps [Added: 10/19/1999]
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Tom Hammersley
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Focuses on bilinear filtering, and touches on trilinear filtering and mip-mapping. |
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Constant Slope Texture Mapping [Added: 7/16/1999]
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John McCarthy
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Documentation and source for a DOS-based texture mapping routine. |
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Environment Mapping [Added: 10/14/1999]
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Tom Hammersley
|
Describes how to make objects in your game reflect the environment around them. |
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Free Direction Texture Mapping [Added: 1/11/2001]
|
Hannu Helminen
|
A very introductory texture mapping tutorial. |
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Hardware Accelerated Spherical Environment Mapping using Texture Matrices [Added: 8/16/2000]
|
Rob Wyatt
|
The title pretty much sums it up. |
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Midpoint Texture Mapping [Added: 7/16/1999]
|
|
Incomplete article that describes the mid-point filtering method. |
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Mip-Mapping in Direct3D [Added: 11/9/2000]
|
Johnathan Skinner
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This article explains what mip-maps are, how to create them, and how to use them in Direct3D. |
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Perspective Corrected Texture Mapping [Added: 7/16/1999]
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Perspective Corrected Texture Mapping [Added: 7/16/1999]
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Perspective Texture Mapper (source) [Added: 7/16/1999]
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Real-Time Procedural Texturing Techniques Using MMX [Added: 11/18/1999]
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Barad, Atkins, Gerlitz & Goehring
|
This article focuses on procedural texture mapping. This style of texture mapping is used in raycasters and excels in simulating organic textures. Among this, there are a number of other advantages as discussed in the aritcle. |
|
Refractive Texture Mapping, Part One [Added: 11/16/2000]
|
Gustavo Oliveira
|
Investigates the use of sphere mapping to simulate curved-surface reflections. |
|
Refractive Texture Mapping, Part Two [Added: 11/28/2000]
|
Gustavo Oliveira
|
Looks at how refractive texture mapping can be implemented to simulate refractions. |
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Rendering to Texture Surfaces Using DirectX 7 [Added: 3/2/2001]
|
Kim Pallister
|
Explains using this technique and applying it to dynamic environment maps and soft shadows. |
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Run Time Mip-Map Filtering [Added: 2/23/2000]
|
Andrew Flavell
|
An introduction to using mip-maps to overcome aliasing in texture mapping. |
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Texture Mapped Polygons [Added: 7/16/1999]
|
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Texture Mapping [Added: 8/25/1999]
|
Thierry Tremblay
|
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Texture Mapping (Walls only) [Added: 7/16/1999]
|
PeyloW
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Texture Mapping : A new tool for molecular graphic [Added: 7/16/1999]
|
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Texture Mapping Mania [Added: 11/18/1999]
|
André LaMothe
|
Introduces the reader to affine texture mapping |
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Texture Mapping Polygons in Perspective [Added: 7/16/1999]
|
|
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Texture Potential Mapping [Added: 7/16/1999]
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The Power of the High Pass Filter [Added: 5/31/2001]
|
Peter Hajba
|
Offers some solutions to texture tiling problems using incredibly handy little filter that most people seem to ignore - the High Pass filter. |
|
'Ups and Downs' of Bump Mapping with DirectX 6 [Added: 3/15/2000]
|
Kim Pallister
|
Serves as an introduction to the DirectX version of bump mapping. |
|
Subcategory: Ramblings in Realtime |
Topic |
Author |
Description |
|
Chapter 1: Inside Quake: Visible-Surface Determination [Added: 4/24/2000]
|
Michael Abrash
|
Reprints of Abrash's Quake articles, originally posted by Blue's News. |
|
Chapter 2: Consider the Alternatives - Quake's Hidden Surface Removal [Added: 4/24/2000]
|
Michael Abrash
|
Reprints of Abrash's Quake articles, originally posted by Blue's News. |
|
Chapter 3: Sorted Spans in Action [Added: 4/24/2000]
|
Michael Abrash
|
Reprints of Abrash's Quake articles, originally posted by Blue's News. |
|
Chapter 4: Quake's Lighting Model - Surface Caching [Added: 4/24/2000]
|
Michael Abrash
|
Reprints of Abrash's Quake articles, originally posted by Blue's News. |
|
Chapter 5: Surface Caching Revisited - Quake's Triangle Models and More [Added: 4/24/2000]
|
Michael Abrash
|
Reprints of Abrash's Quake articles, originally posted by Blue's News. |
|
Chapter 6: Quake's 3D Engine - The Big Picture [Added: 4/24/2000]
|
Michael Abrash
|
Reprints of Abrash's Quake articles, originally posted by Blue's News. |
|
PDF Version [Added: 4/24/2000]
|
Michael Abrash
|
Adobe Acrobat version of the series. |
|
Permissions and Author’s Note [Added: 4/24/2000]
|
Michael Abrash
|
Redistribution agreement and credits |
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Subcategory: Cg |
Topic |
Author |
Description |
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Cg Bumpmapping [Added: 4/15/2003]
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Razvan Surdulescu
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This article describes how to implement a simple and effective bump mapping effect using nVIDIA's Cg programming language and OpenGL. |
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Cg Shadow Volumes [Added: 9/4/2003]
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Razvan Surdulescu
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This article describes how to implement a very realistic shadow effect using nVIDIA's Cg programming language and OpenGL. |
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Subcategory: Cartoon Rendering |
Topic |
Author |
Description |
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Real-Time Cartoon Rendering with Direct-X 8.0 Hardware [Added: 12/6/2003]
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Vishvananda Ishaya
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This article focuses on using programmable hardware for creating cartoon-like graphics from 3D models. |
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