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Graphics Programming and Theory Articles

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Dynamic Resolution Rendering

Sep 26 2011 04:00 AM | Posted By Doug Binks in Graphics Programming and Theory

Accelerating iray with the NVIDIA Quadro 5000

Aug 15 2011 04:00 AM | Posted By Kelly L. Murdock in Graphics Programming and Theory

In addition to confirming that this is a screaming rendering powerhouse of a board, we look at the tech this board was optimized for - NVIDIA's iray renderer

MLAA: Efficiently Moving Antialiasing from the GPU to the CPU

Jul 26 2011 04:00 AM | Posted By Alexandre De Pereyra in Graphics Programming and Theory

Brought to you by the Intel® Visual Computing Developer Community, this article covers Morphological Antialiasing (MLAA)

Comparing Shadow Mapping Techniques with Shadow Explorer

Mar 21 2011 08:00 AM | Posted By Alexey Rukhlinskiy and Quentin Froemke in Graphics Programming and Theory

Real-Time Dynamic Fur on the GPU

Oct 14 2010 02:30 PM | Posted By Dzmitry Malyshau in Graphics Programming and Theory

Leveraging the GPU and particles to create real time dynamic fur

A Super Simple Method for Creating Infinite Scenery

Sep 15 2010 11:53 AM | Posted By Gabriel T. Delarosa in Graphics Programming and Theory

Outlines a method of creating simple infinite scenery in both the vertical and horizontal dimensions require no static geometry

A Simple and Practical Approach to SSAO

May 25 2010 01:41 PM | Posted By José María Méndez in Graphics Programming and Theory

Deferred Rendering Demystified

Mar 01 2010 04:46 PM | Posted By Noam Gat in Graphics Programming and Theory

Deferred Rendering is an alternative rendering approach that has many advantages. The theory behind it has been discussed to great detail, but implementing a deferred renderer is still a puzzling task. This article discusses the technique from a design standpoint, suggesting how a graphics engine can be structured to easily integrate a deferred rendering approach, and is accompanied by an open...

Cube Map Rendering Techniques for Direct3D10

Feb 01 2010 09:32 AM | Posted By Vincent Prat in Graphics Programming and Theory

Unlike DirectX 9 which allows you to only render cube maps in 6 passes, DirectX 10 offers different ways to do it more efficiently: geometry shaders & improvements in the geometry instancing API offer single pass alternatives to cube map rendering. This article presents 3 algorithms as well as their drawbacks and advantages

Walls and Shadows in 2D

Nov 10 2009 04:44 AM | Posted By Scott Mayo in Graphics Programming and Theory

This article presents a technique for determining visibility information suitable for arbitrary closed two-dimensional maps at interactive rates (each pass of the algorithm will usually take less than a second); as such it can be most useful in turn-based games, or games where extremely fast visibility recalculation is not required. The technique can also be used to handle illumination and shad...
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