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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Søren Hannibal
|
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]
|
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]
|
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
|
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]
|
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]
|
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]
|
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.
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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]
|
Michael 'Saxs' Persson
|
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]
|
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. |
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Bitmap Rotation [Added: 10/19/1999]
|
Mike Morton
|
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]
|
Mark Feldman
|
A great description of these scan conversion techniques. |
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Camera Class Tutorial [Added: 4/20/2003]
|
Ian Kerr
|
Designs and implements a handy camera class. |
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Compiled Bitmaps [Added: 10/19/1999]
|
John Amato
|
Covers creating transparent bitmaps by making them part of your code. |
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Concatenating Triangle Strips [Added: 11/27/2002]
|
Marc Reilly
|
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]
|
John De Goes
|
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]
|
Kim Pallister
|
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]
|
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. |
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Devil in the Blue Faceted Dress: Real Time Cloth Animation [Added: 5/17/2000]
|
Jeff Lander
|
A look at simulating cloth in real time. |
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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. |
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Entering The 3rd Dimension [Added: 12/20/1999]
|
Jeff Weeks
|
A basic introduction to rotation, translation, and projection. |
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Fire How To [Added: 1/15/2001]
|
Vaelek
|
Another explanation of fire using palette animation. |
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Fire Tutorial [Added: 1/15/2001]
|
Phil Carlisle
|
Describes a fire technique using palette animation. |
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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. |
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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. |
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Graphics Programming Black Book [Added: 2/17/2002]
|
Michael Abrash
|
Michael Abrash's legendary book, now available online for free. |
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High Dynamic Range Rendering [Added: 6/19/2004]
|
Anirudh S Shastry
|
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]
|
Chris Hargrove
|
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]
|
Chris Hargrove
|
Part 2 covers rotations in 2D and 3D |
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Intro to 3D Graphics Programming: Volume III [Added: 10/19/1999]
|
Chris Hargrove
|
Discusses the all-important normal. |
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Intro to 3D Graphics Programming: Volume IV [Added: 10/19/1999]
|
Chris Hargrove
|
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]
|
Chris Hargrove
|
The last article in this never-finished series covers BSP trees. |
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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 |
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Nature in computer graphics [Added: 9/7/2007]
|
Shaun Kichenbrand
|
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]
|
Jeff Lander
|
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]
|
Tomas Möller and Eric Haines
|
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]
|
Michal Bacik
|
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]
|
Michal Bacik
|
Creates a class to handle general purpose pixel conversion. |
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Secrets of Simple Image Filtering [Added: 9/14/2003]
|
Christopher Atkinson
|
This article will explain the theory behind image filtering. |
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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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Texture Mapping [Added: 7/16/1999]
|
Sean Barret
|
From the PC-GPE |
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The Quadratic Curves, Circles and Ellipses FAQ [Added: 7/29/1999]
|
hexapod@netcom.com
|
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]
|
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. |
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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. |
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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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