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Home » Articles & Resources » Working » Columns » Hardcore Game Programming
Intel sponsors gamedev.net search:
Hardcore Game Programming

Resources Listed: 17
Hardcore Game Programming
Topic Author Description
Advanced Shader Programming: Diffuse & Specular Lighting with Pixel Shaders
[Added: 10/4/2002]
Wolfgang F. Engel  Wolf returns with a more advanced look at shaders. 
An Example of Shadow Rendering in Direct3D 9
[Added: 12/4/2003]
Jack Hoxley  Describes the depth-pass stencil shadow volume rendering algorithm, using DX9 for implementation. 
Cg Bumpmapping
[Added: 4/15/2003]
Razvan Surdulescu  This article describes how to implement a simple and effective bump mapping effect using nVIDIA's Cg programming language and OpenGL. 
Cg Shadow Volumes
[Added: 9/4/2003]
Razvan Surdulescu  This article describes how to implement a very realistic shadow effect using nVIDIA's Cg programming language and OpenGL. 
High Dynamic Range Environment Mapping On Mainstream Graphics Hardware
[Added: 2/22/2005]
Adam Lake and Cody Northrop
Intel® Software Solution Group (SSG)
Modern Game Technologies Project 
This article discusses the capture, storage, and display of high dynamic range images. 
Introduction to Shader Programming Part II: Programming Vertex Shaders
[Added: 4/24/2002]
Wolfgang F. Engel  The second installment demonstrates the use of vertex shaders in a program that evolves through several stages. 
Introduction to Shader Programming Part III Fundamentals of Pixel Shaders
[Added: 5/15/2002]
Wolfgang F. Engel  The third installment in this series moves on to pixel shaders, providing a complete introduction to them. 
Introduction to Shader Programming Part IV: Programming Pixel Shaders
[Added: 6/11/2002]
Wolfgang F. Engel  The fourth and final installment of this series digs into the details of implementing pixel shaders. 
Realistic Natural Effect Rendering: Water I
[Added: 9/7/2004]
Yann Lombard  The first installment of this series starts with realistic water rendering. 
Real-Time Atmospheric Scattering
[Added: 5/3/2004]
Sean O'Neil  Implements a real-time rendering algorithm based on the SIGGRAPH paper "Display of The Earth Taking into Account Atmospheric Scattering" 
Real-Time Realistic Cloud Rendering and Lighting
[Added: 10/23/2005]
Andrei Stoian, bit13.no-ip.com  Describes 3D volumetric cloud rendering using Harris' method for lighting. 
Shader Programming Part I: Fundamentals of Vertex Shaders
[Added: 4/9/2002]
Wolfgang Engel  The first article in this series provides a brief overview of shaders in general and a high-level discussion of vertex shaders in particular. 
Soft-Edged Shadows
[Added: 1/18/2005]
Anirudh.S Shastry  Presents an image space technique to generate soft-edged shadows that works with both shadow mapping and shadow volumes. 
Spherical Scale Mapping
[Added: 3/4/2005]
Stephan Reiter  Presents a practical approach to the interpolation between arbitrary convex polygonal models. 
Terrain Geomorphing in the Vertex Shader
[Added: 5/8/2003]
Daniel Wagner  This article, excerpted from the upcoming ShaderX2 - Shader Programming Tips and Tricks, discusses the implementation a fast terrain renderer which works optimally with current 3D hardware. 
The Theory of Stencil Shadow Volumes
[Added: 12/3/2002]
Yen Kwoon, Hun  Discusses several methods for using stencil shadow volumes, including the strengths and weaknesses of each. 
Texture Splatting in Direct3D
[Added: 4/23/2005]
Nate Glasser  Explains Bloom's texture splatting technique for terrain texturing.  
 
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