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. |
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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. |
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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. |
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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. |
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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. |
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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" |
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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. |
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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. |
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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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