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Subcategory: Hardcore Game Programming |
Topic |
Author |
Description |
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Advanced Shader Programming: Diffuse & Specular Lighting with Pixel Shaders [Added: 10/4/2002]
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Wolfgang F. Engel
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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]
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Jack Hoxley
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Describes the depth-pass stencil shadow volume rendering algorithm, using DX9 for implementation. |
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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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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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Introduction to Shader Programming Part II: Programming Vertex Shaders [Added: 4/24/2002]
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Wolfgang F. Engel
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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]
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Wolfgang F. Engel
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The third installment in this series moves on to pixel shaders, providing a complete introduction to them. |
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Introduction to Shader Programming Part IV: Programming Pixel Shaders [Added: 6/11/2002]
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Wolfgang F. Engel
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The fourth and final installment of this series digs into the details of implementing pixel shaders. |
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Realistic Natural Effect Rendering: Water I [Added: 9/7/2004]
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Yann Lombard
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The first installment of this series starts with realistic water rendering. |
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Real-Time Atmospheric Scattering [Added: 5/3/2004]
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Sean O'Neil
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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]
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Andrei Stoian, bit13.no-ip.com
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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]
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Wolfgang Engel
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The first article in this series provides a brief overview of shaders in general and a high-level discussion of vertex shaders in particular. |
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Soft-Edged Shadows [Added: 1/18/2005]
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Anirudh.S Shastry
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Presents an image space technique to generate soft-edged shadows that works with both shadow mapping and shadow volumes. |
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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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Terrain Geomorphing in the Vertex Shader [Added: 5/8/2003]
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Daniel Wagner
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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. |
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The Theory of Stencil Shadow Volumes [Added: 12/3/2002]
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Yen Kwoon, Hun
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Discusses several methods for using stencil shadow volumes, including the strengths and weaknesses of each. |
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Texture Splatting in Direct3D [Added: 4/23/2005]
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Nate Glasser
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Explains Bloom's texture splatting technique for terrain texturing. |
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Subcategory: Game Engineering |
Topic |
Author |
Description |
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Blind Man's Bluff [Added: 3/20/2004]
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Dean Margerison
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Provides a brief insight into the current problems that many projects face, and what can be done to transform the situation for the better. |
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Game Unified Process [Added: 5/14/2003]
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Kevin Flood
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Describes how the author applied Rational and XP development processes to game development. |
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Object-Oriented Scene Management [Added: 5/2/2002]
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Jeff Kershner
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This article will present an abstract, expandable, object-oriented method to handle generic objects for a practical and organized game engine. |
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Test Driving Expression Template Programming [Added: 6/27/2004]
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Kent Lai
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In this article, you will be introduced to the concept of writing unit tests for your projects, and going a step further, to begin driving your development process with the test first, code later concept. |
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The One: A Singleton Discussion [Added: 5/24/2002]
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Robin Tan
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Discusses some of the problems encountered when using the singleton pattern, and suggests some solutions, including nifty counters and Zerob singletons. |
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Subcategory: Women In Game Development |
Topic |
Author |
Description |
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Women in Game Development #2 [Added: 12/23/2002]
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Sande Chen
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In light of the holidays, Sande sampled a group of female gamers to see what games they'd like to find in their stockings. |
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Women In Game Development #3 [Added: 3/17/2003]
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Sande Chen
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The 3rd installment in this series covers issues related to the GDC. |
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Women in Game Development: Part 4 [Added: 6/5/2003]
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Sande Chen
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Sande reports on her first visit to E3. |
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Women in Game Development: Part 5 [Added: 11/5/2003]
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Sande Chen
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Discusses quality of life issues. |
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Women in Game Development: Part 6 [Added: 10/9/2005]
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Sande Chen
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After a hiatus, this column returns. |
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Women In Game Development: The Introduction [Added: 11/25/2002]
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Sande Chen
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New columnist Sande Chen kicks on an ongoing series taking a look at the role of women in the world of game development. |
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Subcategory: Khronos Kolumn |
Topic |
Author |
Description |
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Khronos Kolumn #01 [Added: 10/3/2005]
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Aaron Burton
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Migration from software rendering to 3D accelerated graphics using OpenGL ES |
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