Home    General Programming    Artificial Intelligence    Math    Physics    Graphics    Networking    Audio Programming    
Audio/Visual Design    Game Design    Production    Business of Games    Game Studies    Conferences    Schools    Contact   
Particle Systems
2D / Billboards
Lighting
Shadows
Texturing
Shaders
Terrain
Camera
Animation / Skinning
Facial Animation
Visibility / Occlusion
Surfaces
Polygonal Math
Collision Detection
Level of Detail
Screenshots
Scene Management
GPU Computation
Direct3D
OpenGL
Effects: Weather
Effects: Lens Flare
Effects: Destruction
Effects: Pyrotechnics
Effects: Adv Materials
Effects: HDR
Effects: Post Process
Effects: Depth of Field
Effects: Refraction
All Articles
Game Programming Gems
Game Programming Gems 2
Game Programming Gems 3
Game Programming Gems 4
Game Programming Gems 5
Game Programming Gems 6
Game Programming Gems 7
AI Game Programming Wisdom
AI Game Programming Wisdom 2
AI Game Programming Wisdom 3
AI Game Programming Wisdom 4
GPU Gems
2004

GPU Gems 2
2005

GPU Gems 3
2007

ShaderX
2002

ShaderX2
2003

ShaderX3
2004

ShaderX4
2006

ShaderX5
2006

ShaderX6
2008

ShaderX7
2009

GPU Pro
2010

GPU Pro 2
2011

GPU Pro 3
2012

Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
GDC Proceedings
Game Developer Magazine
Gamasutra


Graphics: Texturing


Practical Elliptical Texture Filtering

Pavlos Mavridis and Georgios Papaioannou
GPU Pro 3, 2012.

An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering

Christian Sch�ler
GPU Pro 3, 2012.

Inexpensive Anti-Aliasing of Simple Objects

Mikkel Gjol and Mark Gjol
GPU Pro 3, 2012.

Practical Morphological Anti-Aliasing

Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez
GPU Pro 2, 2011.

Volume Decals

Emil Persson
GPU Pro 2, 2011.

Alpha Blending as a Post-Process

Benjamin Hathaway
GPU Pro, 2010.

Virtual Texture Mapping

Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre
GPU Pro, 2010.

Relaxed Cone Stepping for Relief Mapping

Fabio Policarpo (Perpetual Entertainment), Manuel M. Oliveira (Instituto de Inform�tica-UFRGS)
GPU Gems 3, 2007.

Deferred Shading in Tabula Rasa

Rusty Koonce (NCsoft Corporation)
GPU Gems 3, 2007.

GPU-Based Importance Sampling

Mark Colbert (University of Central Florida), Jaroslav Kr�iv�nek (Czech Technical University in Prague)
GPU Gems 3, 2007.

Real-time Cellular Texturing

Andrew Griffiths
ShaderX5, 2006.

AntiTextures

Wessam Bahnassi
ShaderX4, 2006.

Dot-Product for Efficient Detail Texture Mapping

Renaldas Zioma
ShaderX4, 2006.

Texture Compression with Coefficient Domain Shaders

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

Approximate Bidirectional Texture Functions

Jan Kautz (Massachusetts Institute of Technology)
GPU Gems 2, 2005.

Tile-Based Texture Mapping

Li-Yi Wei (NVIDIA Corporation)
GPU Gems 2, 2005.

Octree Textures on the GPU

Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG - INRIA)
GPU Gems 2, 2005.

Texture Bombing

R. Steven Glanville (NVIDIA)
GPU Gems, 2004.

Techniques to Apply Team Colors to 3D Models

Greg Seegert (Stainless Steel Studios)
Game Programming Gems 4, 2004.

Texture-Based 3D Character Customization

Todd Hayes (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Filling Texture Holes Using the Euclidean Distance Map

Ignacio Casta�o (University of Seville)
Graphics Programming Methods, 2003.

Antialiasing for Bump Maps and a Fast Normalization Trick

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

Normal Map Compression

ATI Research
ATI Technology Papers & Presentations, 2003.

Displacement Mapping

Tom Forsyth
ShaderX2, 2003.

Galaxy Textures

Jesse Laeuchli
ShaderX2, 2003.

Turbulent Sun

Jesse Laeuchli
ShaderX2, 2003.

Specular Bump mapping on pre-ps_1_4 Hardware

Matthew Halpin
ShaderX2, 2003.

Advanced Sky Dome Rendering

Marco Spoerl and Kurt Pelzer
ShaderX2, 2003.

Procedural Texturing

Mike Milliger (2015, Inc.)
Game Programming Gems 3, 2002.
Abstract: The goal of this article is to introduce basic concepts for using procedures to manipulate and synthesize images for games and to give simple guidelines for implementation.

Unique Textures

Tom Forsyth (Mucky Foot)
Game Programming Gems 3, 2002.
Abstract: This article explores how to use a relatively small number of artist-generated source textures and combine them at runtime using a variety of blends, fractal methods, and random numbers to create the textures required for the scene.

Blending Textures For Terrain

Alex Vlachos
ShaderX, 2002.

UV Flipping Technique to Avoid Repetition

Alex Vlachos
ShaderX, 2002.

Texture Perturbation Effects

John Isidoro and Guennadi Riguer
ShaderX, 2002.

3D Textures and Pixel Shaders

Evan Hart
ShaderX, 2002.

Truly Volumetric Effects

Martin Kraus
ShaderX, 2002.

Operations for Hardware-Accelerated Procedural Texture Animation

Greg James (NVIDIA Corporation)
Game Programming Gems 2, 2001.
Abstract: This article covers a few fundamental operations for generating procedural animations, and puts these to use in specific examples that simulate fire, smoke, water, or perform image processing. With today's consumer hardware, we can even run complex cellular automata programs entirely within the rendering of a 3D accelerator and put the resulting animations to use in various effects.

Advanced Texturing Using Texture Coordinate Generation

Ryan Woodland (Nintendo Technology Development)
Game Programming Gems, 2000.

Hardware Bump Mapping

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

13% off discount
"Latest from a must have series"
Game
Programming
Gems 7



"Cutting-edge graphics techniques"
GPU Pro 3


"Newest AI techniques from commercial games"
AI Game
Programming
Wisdom 4




ugg boots clearance canada goose cyber monday moncler outlet
Home