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GLSL 4.0: Discarding Fragments to Create a Perf...
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GLSL 4.0: Using Subroutines to Select Shader Fu...
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Building a Complete Board-based Puzzle Game wit...
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JIRA: Programming Workflows
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Sedge: An Automated Error Reporting Tool
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Accelerating iray with the NVIDIA Quadro 5000
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
Brought to you by the Intel® Visual Computing Developer Community, this article covers Morphological Antialiasing (MLAA)
A Super Simple Method for Creating Infinite Scenery
Outlines a method of creating simple infinite scenery in both the vertical and horizontal dimensions require no static geometry
Deferred Rendering Demystified
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
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
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...












