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Graphics: Lighting


A Simple Area Light Model for GPUs

Aick in der Au
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.

Fast Per-Pixel Lighting with Many Lights

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

Hardware-Based Ambient Occlusion

Dustin Franklin
ShaderX4, 2006.

Ambient Occlusion Fields

Janne Kontkanen and Samuli Laine
ShaderX4, 2006.

Ray-Traced Fog Volumes

Holger Grün and Marco Spoerl
ShaderX4, 2006.

Dynamic Global Illumination Using Tetrahedron Environment Mapping

Imagire Takashi
ShaderX4, 2006.

Dynamic Glossy Environment Reflections Using Summed-Area Tables

Justin Hensley and Thorsten Scheuermann
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.

Real-Time Obscurances with Color Bleeding

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

I3: Interactive Indirect Illumination

Carsten Dachsbacher and Marc Stamminger
ShaderX4, 2006.

Motion Blurring Environment Maps

Jason Mitchell
ShaderX4, 2006.

Implementing Radiosity for a Light Map Precomputation Tool

Florian Born
ShaderX4, 2006.

Real-Time Computation of Dynamic Irradiance Environment Maps

Gary King (NVIDIA Corporation)
GPU Gems 2, 2005.

Dynamic Ambient Occlusion and Indirect Lighting

Michael Bunnell (NVIDIA Corporation)
GPU Gems 2, 2005.

Accurate Atmospheric Scattering

Sean O'Neil
GPU Gems 2, 2005.

High-Quality Global Illumination Rendering Using Rasterization

Toshiya Hachisuka (The University of Tokyo)
GPU Gems 2, 2005.

Global Illumination using Progressive Refinement Radiosity

Greg Coombe (University of North Carolina at Chapel Hill) and Mark Harris (NVIDIA Corporation)
GPU Gems 2, 2005.

Irradiance Volumes for Games

Chris Oat (ATI Research)
ATI Technology Papers & Presentations (GDC 2005).

Cinematic Lighting

Fabio Pellacini and Kiril Vidimce (Pixar Animation Studios)
GPU Gems, 2004.

Managing Visibility for Per-Pixel Lighting

John O’Rorke (Monolith Productions)
GPU Gems, 2004.

Ambient Occlusion

Matt Pharr and Simon Green (NVIDIA)
GPU Gems, 2004.

Spatial BRDFs

David McAllister (NVIDIA)
GPU Gems, 2004.

Dynamic Gamma Using Sampled Scene Luminance

Michael Dougherty, Dave McCoy
Game Programming Gems 4, 2004.

Deferred Lighting on PS 3.0 with High Dynamic Range

Dean Calver
ShaderX3, 2004.

Reduction of Lighting Calculations Using Spherical Harmonics

Vlad Stamate
ShaderX3, 2004.

Lighting Precomputation Using the Relighting Map

Tien-Tsin Wong, Chi-Sing Leung, and Kwok-Hung Choy
ShaderX3, 2004.

Light Shaft Rendering

Jason L. Mitchell
ShaderX3, 2004.

Adding Spherical Harmonic Lighting to the Sushi Engine

Chris Oat (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

Light Shafts: Rendering Shadows in Participating Media

Jason Mitchell (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

GPU Gems Showcase: Image-Based Lighting (GPU Gems)

Kevin Bjorke (NVIDIA)
PDF available, NVIDIA GDC Presentations, 2004.

Advanced lighting and shading with Direct3D 9

Michal Valient
ShaderX2, 2003.

Introduction to Different Fog Effects

Markus Nübel
ShaderX2, 2003.

Hemisphere Lighting With Radiosity Maps

Shawn Hargreaves
ShaderX2, 2003.

Fragment Level Phong Illumination

Emil Persson
ShaderX2, 2003.

Efficient Evaluation of Irradiance Environment Maps

Peter-Pike Sloan
ShaderX2, 2003.

Practical Precomputed Radiance Transfer

Peter-Pike Sloan
ShaderX2, 2003.

Deferred Shading with Multiple Render Targets

Nicolas Thibieroz
ShaderX2, 2003.

Simulation of Iridescence and Translucency on Thin Surfaces

Natalya Tatarchuk and Chris Brennan
ShaderX2, 2003.

Layered Fog

Guillaume Werle
ShaderX2, 2003.

A Modified Phong-Blinn Light Model for Shadowed Areas

Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods, 2003.

Stochastic Iteration for Nondiffuse Global Illumination

László Szirmay-Kalos and György Antal (Budapest University)
Graphics Programming Methods, 2003.

Metropolis Sampling in Random Walk Global Illumination Algorithms

László Szirmay-Kalos and György Antal (Budapest University)
Graphics Programming Methods, 2003.

Real-Time Light-Atmosphere Interactions for Outdoor Scenes

Naty Hoffman (Electronic Arts) and Arcot J. Preetham (ATI Research)
Graphics Programming Methods, 2003.

Real-Time Relighting of Compressed Panoramas

Tien-Tsin Wong and Siu-Hang Or (The Chinese University of Hong Kong), and Chi-Wing Fu (Indiana University Bloomington)
Graphics Programming Methods, 2003.

Fast Patch Normals

Martin Brownlow (Shiny Entertainment)
Game Programming Gems 3, 2002.
Abstract: Surface patches are a memory-efficient way of creating smooth surfaces that can be rendered at many levels of detail. However, having a smooth surface is not as useful if you cannot light it properly. For that, you need the normal vector at each vertex. This article describes how to treat the normal at each control point as a second control mesh, thus quickly approximating the correct surface normal. Although the results are not strictly correct, they can produce superior results by eliminating shading errors due to curve discontinuity introduced during skinning.

Methods for Dynamic, Photorealistic Terrain Lighting

Naty Hoffman and Kenny Mitchell (Westwood Studios)
Game Programming Gems 3, 2002.
Abstract: This article will present several methods for producing high-quality, physically based lighting solutions for terrain under dynamic lighting conditions. Topics include: Sunlight (Horizon Angles, Shadow Ellipses, and PTMs), Skylight (Radiosity Approximations and Patches), Animated Cloud Shadows, Video-Based Solutions, and Nonterrain Objects.

Cube Map Lighting Techniques

Kenneth L. Hurley
Game Programming Gems 3, 2002.
Abstract: This article will describe some ways to encode different lighting conditions as well as other properties within cube maps. It will give a brief overview of the properties of cube maps and how to index into them. Topics include: Physical Properties of Cube Maps, Getting data to/from a Cube Map, Rendering with the Cube Map, Encoding Cloud Cover, Encoding Lights in a Cube Map, Encoding Diffuse Lighting in a Cube Map, and Encoding a Day/Night Cycle into a Cube Map.

Textures as Lookup Tables for Per-Pixel Lighting Computations

Alex Vlachos, John Isidoro, and Chris Oat (ATI Research)
Game Programming Gems 3, 2002.
Abstract: In this article, we show ways to use texture maps as a means to solve functions through a lookup table, focusing on lighting computations. This technique saves precious pixel shader instructions, and in many cases, it is the only way to make certain per-pixel effects possible on the current generation of hardware.

Lighting A Single-Surface Object

Greg James
ShaderX, 2002.

Smooth Lighting with ps.1.4

Steffen Bendel
ShaderX, 2002.

Per Pixel Fresnel Term

Chris Brennan
ShaderX, 2002.

Per-pixel Strand Based Anisotropic Lighting

John Isidoro and Chris Brennan
ShaderX, 2002.

Bump Mapped BRDF Rendering

Ádám Moravánszky
ShaderX, 2002.

Rendering Outdoor Light Scattering in Real Time

Naty Hoffman (Westwood Studios), Arcot J. Preetham (ATI Research)
ATI Technology Papers & Presentations, 2002.

Dynamic Per-Pixel Lighting Techniques

Dan Ginsburg and Dave Gosselin (ATI Research)
Game Programming Gems 2, 2001.
Abstract: This article presents several techniques that can be used to perform dynamic lighting effects on a per-pixel basis. These methods have the advantage that they don't require highly tessellated geometry, and can often be performed at little performance cost on multitexturing graphics hardware.

Motif-Based Static Lighting

Steven Ranck (Midway Home Entertainment)
Game Programming Gems, 2000.

Simulated Real-Time Lighting Using Vertex Color Interpolation

Jorge Freitas
Game Programming Gems, 2000.

Attenuation Maps

Sim Dietrich (NVIDIA Corporation)
Game Programming Gems, 2000.

 
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