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Graphics: All Articles


Smoothed N-Patches

Holger Gruen
ShaderX5, 2006.

Micro-beveled Edges

Homam Bahnassi and Wessam Bahnassi
ShaderX5, 2006.

Dynamic Wrinkle Patterns and Hatching on Animated Meshes

Jörn Loviscach
ShaderX5, 2006.

Cloth without Cloth

Homam Bahnassi and Wessam Bahnassi
ShaderX5, 2006.

A Simple Area Light Model for GPUs

Aick in der Au
ShaderX5, 2006.

Alpha-to-Coverage in Depth

Kevin Myers
ShaderX5, 2006.

Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering

Natalya Tatarchuk
ShaderX5, 2006.

Preprocessing of Complex, Static Scenes for Fast Real-time Graphics

Max Dennis Luesebrink and Kurt Pelzer
ShaderX5, 2006.

Overcoming Deferred Shading Drawbacks

Frank Puig Placeres
ShaderX5, 2006.

Normal Mapping without Precomputed Tangents

Christian Schüler
ShaderX5, 2006.

Animating Vegetation Using GPU Programs

Ali Botorabi
ShaderX5, 2006.

ZT-Buffer Algorithm

David Pangerl
ShaderX5, 2006.

Real-time Depth-of-Field Implemented with a Postprocessing-Only Technique

David Gillham
ShaderX5, 2006.

Selective Supersampling

Emil Persson
ShaderX5, 2006.

Jump Flooding: An Efficient and Effective Communication Pattern for Use on GPUs

Guodong Rong and Tiow-Seng Tan
ShaderX5, 2006.

Cascaded Shadow Maps

Wolfgang Engel
ShaderX5, 2006.

Multisampling Extension for Gradient Shadow Maps

Christian Schüler
ShaderX5, 2006.

Alias-Free Hard Shadows with Geometry Maps

László Szécsi
ShaderX5, 2006.

Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping

John R. Isidoro
ShaderX5, 2006.

Queried Virtual Shadow Maps

Markus Giegl and Michael Wimmer
ShaderX5, 2006.

Real-time Soft Shadows with Shadow Accumulation

László Szirmay-Kalos and Barnabás Aszódi
ShaderX5, 2006.

Spherical Billboards for Rendering Volumetric Data

Tamás Umenhoffer, László Szirmay-Kalos and Gábor Szíjártó
ShaderX5, 2006.

Per-Pixel Lit, Light Scattering Smoke

Aurelio Reis
ShaderX5, 2006.

Volumetric Clouds and Mega-Particles

Homam Bahnassi and Wessam Bahnassi
ShaderX5, 2006.

Rendering Multiple Layers of Rain with a Postprocessing Composite Effect

Natalya Tatarchuk
ShaderX5, 2006.

Animation and Rendering of Underwater God Rays

Stefano Lanza
ShaderX5, 2006.

Irradiance Volumes for Real-time Rendering

Chris Oat
ShaderX5, 2006.

Indirect Diffuse and Glossy Illumination on the GPU

István Lazányi and László Szirmay-Kalos
ShaderX5, 2006.

Interactive Refractions and Caustics Using Image-Space Techniques

Chris Wyman
ShaderX5, 2006.

Splatting of Diffuse and Glossy Indirect Illumination

Carsten Dachsbacher and Marc Stamminger
ShaderX5, 2006.

OpenGL ES 2.0: Shaders for Mobile Devices

Kristof Beets
ShaderX5, 2006.

Developing a 3D Engine for OpenGL ES v2.0 and OpenGL v2.0

Dan Ginsburg
ShaderX5, 2006.

OpenGL ES 2.0 Performance Recommendations for Mobile Devices

Kristof Beets
ShaderX5, 2006.

Real-time Tile-Based Texture Synthesis Using Nonregular Grids

Georg Kolling
ShaderX5, 2006.

Cartoon Fire Effects Using OpenGL ES 2.0

David Minor
ShaderX5, 2006.

Postprocessing Effects in Design

Aurelio Reis
ShaderX5, 2006.

Transparent Shader Data Binding

Dustin Franklin
ShaderX5, 2006.

Designing Plug-in Shaders with HLSL

Wessam Bahnassi
ShaderX5, 2006.

Shader System Integration: Nebula2 and 3ds Max

Kim Hyoun Woo
ShaderX5, 2006.

Large Crowds of Autonomous Animated Characters Using Fragment Shaders and Level of Detail

Erik Millán, Benjamín Hernández, and Isaac Rudomín
ShaderX5, 2006.

Interactive Image Segmentation Based on GPU Cellular Automata

Frank Nielsen
ShaderX5, 2006.

Real-time Cellular Texturing

Andrew Griffiths
ShaderX5, 2006.

Collision Detection Shader Using Cube-Maps

Rahul Sathe
ShaderX5, 2006.

A GPU Panorama Viewer for Generic Camera Models

Frank Nielsen
ShaderX5, 2006.

Explicit Early-Z Culling for Efficient Fluid Flow Simulation

Pedro V. Sander, Natalya Tatarchuk, and Jason L. Mitchell
ShaderX5, 2006.

Storing and Accessing Topology on the GPU: A Case Study on Mass-Spring Systems

Carlos A. Dietrich, Joăo L. D. Comba, and Luciana P. Nedel
ShaderX5, 2006.

Implementing High-Quality PRNG on GPUs

Wai-Man Pang, Tien-Tsin Wong, and Pheng-Ann Heng
ShaderX5, 2006.

Print Shader for Debugging Pixel Shaders

Alexander Ehrath
ShaderX5, 2006.

Better Geometry Batching Using Light Buffers

Renaldas Zioma
ShaderX4, 2006.

Practical Cloth Simulation on Modern GPUs

Cyril Zeller
ShaderX4, 2006.

Shader Implementation of Discrete Wavelet Transform

Tien-Tsin Wong and Chi-Sing Leung
ShaderX4, 2006.

Morph Target Animation Using DirectXMorph

Christian Kleinhuis
ShaderX4, 2006.

Real-Time Character Animation on the GPU

Michael Nischt and Elisabeth André
ShaderX4, 2006.

AntiTextures

Wessam Bahnassi
ShaderX4, 2006.

Interlaced Rendering

Oles V. Shishkovtsov
ShaderX4, 2006.

Triangle Mesh Tangent Space Calculation

Martin Mittring
ShaderX4, 2006.

Hardware-Based Ambient Occlusion

Dustin Franklin
ShaderX4, 2006.

Ambient Occlusion Fields

Janne Kontkanen and Samuli Laine
ShaderX4, 2006.

Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach

Fábio Policarpo and Manuel M. Oliveira
ShaderX4, 2006.

Real-Time Obscurances with Color Bleeding

Alex Méndez-Feliu, Mateu Sbert, Jordi Catŕ, Nicolau Sunyer, and Sergi Funtané
ShaderX4, 2006.

Bump My Shiny Metal

Andrew Aksyonoff
ShaderX4, 2006.

Ray-Traced Fog Volumes

Holger Grün and Marco Spoerl
ShaderX4, 2006.

Dynamic Global Illumination Using Tetrahedron Environment Mapping

Imagire Takashi
ShaderX4, 2006.

Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance

Joachim Diepstraten and Tibor Schütz
ShaderX4, 2006.

Dynamic Glossy Environment Reflections Using Summed-Area Tables

Justin Hensley and Thorsten Scheuermann
ShaderX4, 2006.

Real-Time Caustics by GPU

Masahiko Nitanda
ShaderX4, 2006.

Dot-Product for Efficient Detail Texture Mapping

Renaldas Zioma
ShaderX4, 2006.

Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map

Tien-Tsin Wong, Liang Wan, Chi-Sing Leung, and Ping-Man Lam
ShaderX4, 2006.

I3: Interactive Indirect Illumination

Carsten Dachsbacher and Marc Stamminger
ShaderX4, 2006.

Texture Compression with Coefficient Domain Shaders

Chi-Sing Leung, Ping-Man Lam and Tien-Tsin Wong
ShaderX4, 2006.

Motion Blurring Environment Maps

Jason Mitchell
ShaderX4, 2006.

Simulating the Visual Effects of a Video Recording System

Joachim Diepstraten
ShaderX4, 2006.

Soft Projected Shadows

Aras Pranckevicˇius
ShaderX4, 2006.

Eliminate Surface Acne with Gradient Shadow Mapping

Christian Schüler
ShaderX4, 2006.

Real-Time Soft Shadows Using the PDSM Technique

Jean-François St. Amour, Eric Paquette, Pierre Poulin, Philippe Beaudoin
ShaderX4, 2006.

Robust Shadow Mapping with Light-Space Perspective Shadow Maps

Michael Wimmer and Daniel Scherzer
ShaderX4, 2006.

Making Shadow Buffers Robust Using Multiple Dynamic Frustums

Tom Forsyth
ShaderX4, 2006.

Tips and Tricks for D3DX Effects Based Renderer

Aras Pranckevicˇius
ShaderX4, 2006.

Post-Processing Effects Scripting

Gilberto Rosado
ShaderX4, 2006.

Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine

Wolfgang Engel
ShaderX4, 2006.

Real-Time Damage Deformation Methods

Vlad Stamate
ShaderX4, 2006.

Ray Tracing Effects without Tracing Rays

László Szirmay-Kalos, Barnabás Aszódi, and István Lazányi
ShaderX4, 2006.

Implementing Ray Tracing on the GPU

Martin Christen
ShaderX4, 2006.

GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach

Renaldas Zioma
ShaderX4, 2006.

Winter Wonderland

Bryan Dudash
ShaderX4, 2006.

Rendering Snow Cover

Gilberto Rosado
ShaderX4, 2006.

Cached Procedural Textures for Terrain Rendering

Carsten Dachsbacher and Marc Stamminger
ShaderX4, 2006.

True-to-Life Real-Time Animation of Shallow Water on Today’s GPUs

Yung-feng Chi
ShaderX4, 2006.

The SuperShader

Morgan McGuire
ShaderX4, 2006.

Implementing Radiosity for a Light Map Precomputation Tool

Florian Born
ShaderX4, 2006.

Indicator Materials

Kurt Pelzer
ShaderX4, 2006.

Dynamic Branching on Non-PS3.0 Hardware

Emil Persson
ShaderX4, 2006.

GLSL Shader Debugging with GLIntercept

Damian Trebilco
ShaderX4, 2006.

GPU Performance of DirectX 9 Per-Fragment Operations Revisited

Mike EiBelle
ShaderX4, 2006.

Preprocessed Pathfinding Using the GPU

Renaldas Zioma (Digital Illusions Canada Inc.)
AI Game Programming Wisdom 3, 2006.
Abstract: This article proposes GPU-based implementations for two popular algorithms used to solve the all-pairs shortest paths problem: Dijkstra's algorithm, and the Floyd-Warshall algorithm. These algorithms are used to preprocess navigation mesh data for fast pathfinding. This approach can offload pathfinding-related CPU computations to the GPU at the expense of latency. However, once the solution table is generated, this approach minimizes the latency time for a specific path search, thus giving the game a better sense of interactivity. The biggest benefit of this approach is gained in systems with multiple agents simultaneously requesting paths in the same search space. Although the article describes a GPU-specific implementation for a navigation mesh, any other multi-processor environment or discrete search space representation can be used.

Fast and Accurate Gesture Recognition for Character Control

Markus Wöß (Foolscap Vienna)
AI Game Programming Wisdom 3, 2006.
Abstract: This article describes a simple, yet fast and accurate, way of gesture recognition that we have used in Punch'n'Crunch, a gesture-based fun-boxing game. The presented system is a very interesting way to control characters, but can also be used to recognize letters, numbers, and other arbitrary symbols. Gestures allow a more natural way for triggering a multitude of different commands.

GPU Computation in Projective Space Using Homogeneous Coordinates

Vaclav Skala (University of West Bohemia)
Game Programming Gems 6, 2006.

BSP Techniques

Octavian Marius Chincisan
Game Programming Gems 6, 2006.

Synthesis of Realistic Idle Motion for Interactive Characters

Arjan Egges, Thomas Di Giacomo, and Nadia Magnenat-Thalmann (MIRALab, University of Geneva)
Game Programming Gems 6, 2006.

Spatial Partitioning Using an Adaptive Binary Tree

Martin Fleisz
Game Programming Gems 6, 2006.

Enhanced Object Culling with (Almost) Oriented Bounding Boxes

Ben St. John (Siemens)
Game Programming Gems 6, 2006.

Skin Splitting for Optimal Rendering

Dominic Filion
Game Programming Gems 6, 2006.

GPU Terrain Rendering

Harald Vistnes
Game Programming Gems 6, 2006.

Interactive Fluid Dynamics and Rendering on the GPU

Frank Luna
Game Programming Gems 6, 2006.

Fast Per-Pixel Lighting with Many Lights

Frank Puig Placeres (University of Informatic Sciences, Cuba)
Game Programming Gems 6, 2006.

Rendering Road Signs Sharply

Jörn Loviscach and Hochschule Bremen (University of Applied Sciences)
Game Programming Gems 6, 2006.

Practical Sky Rendering for Games

Aurelio Reis (Raven Software)
Game Programming Gems 6, 2006.

High Dynamic Range Rendering Using OpenGL Frame Buffer Objects

Allen Sherrod (Ultimate Game Programming)
Game Programming Gems 6, 2006.

Realistic Cloud Rendering on Modern GPUs

Jean-Francois Dube (Ubisoft)
Game Programming Gems 5, 2005.

Let It Snow, Let It Snow, Let It Snow (and Rain)

Niniane Wang (Google), Bretton Wade (Microsoft)
Game Programming Gems 5, 2005.

Widgets: Rendering Fast and Persistent Foliage

Martin Brownlow
Game Programming Gems 5, 2005.

2.5 Dimensional Impostors for Realistic Trees and Forrests

Gabor Szijarto (Technical University of Budapest)
Game Programming Gems 5, 2005.

Gridless Controllable Fire

Neeharika Adabala, Charles Hughes (University of Central Florida)
Game Programming Gems 5, 2005.

Powerful Explosion Effects Using Billboard Particles

Steve Rabin (Nintendo of America Inc)
Game Programming Gems 5, 2005.

A Simple Method for Rendering Gemstones

Thorsten Scheuermann (ATI Research)
Game Programming Gems 5, 2005.

Volumetric Post-Processing

Dominic Filion (Artificial Mind & Movement), Syvain Boisse (Motorola)
Game Programming Gems 5, 2005.

Procedural Level Generation

Timothy Roden and Ian Parberry (University of North Texas)
Game Programming Gems 5, 2005.

Recombinant Shaders

Dominic Filion (Artificial Mind & Movement)
Game Programming Gems 5, 2005.

Towards Photorealism in Virtual Botany

David Whatley (Simutronics Corporation)
GPU Gems 2, 2005.

Terrain Rendering using GPU-Based Geometry Clipmaps

Arul Asirvatham and Hugues Hoppe (Microsoft Research)
GPU Gems 2, 2005.

Inside Geometry Instancing

Francesco Carucci (Lionhead Studios)
GPU Gems 2, 2005.

Segment Buffering