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2D Animation Basics
Published in Graphics Programming and Theory
By Paul Rayman - A good example of 2D animation is classic cartoons – multiple pictures of Mickey Mouse or Donald Duck alternating over time and producing the effec...
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2D Animation Basics UNDER REVIEW
Feb 15 2013 10:30 PM | Posted By Paul Rayman
in Graphics Programming and Theory
A good example of 2D animation is classic cartoons – multiple pictures of Mickey Mouse or Donald Duck alternating over time and producing the effect of moving objects. Modern 2D animation software allows creating animation much easier though, without making oodles of frames.
Tagged With: curve editor 2d animation
GPGPU image processing basics using OpenCL.NET UNDER REVIEW
Feb 15 2013 10:07 PM | Posted By Ilya Suzdalnitski
in Graphics Programming and Theory
OpenCL is a cross-platform framework used mostly for GPGPU (General-purpose computing on graphics processing units). There are plenty of tutorials available on image processing with OpenCL using C/C++, however there's not much information that would cover OpenCL image processing with .NET.I won't go into details about OpenCL kernels/queues/etc. (there's plenty of information available on the in...
Tagged With: OpenCL Image Processing .NET GPGPU
Dynamic Resolution Rendering
Sep 25 2011 10:00 PM | Posted By Doug Binks
in Graphics Programming and Theory
Brought to you by the Intel® Visual Computing Developer Community | Download the source code | Watch the videoIntroduction The resolution selection screen has been one of the defining aspects of PC gaming since the birth of 3D games. In this whitepaper and the accompanying sample code, we argue that this no longer needs to be the case; developers can dynamically vary the resolution o...
Accelerating iray with the NVIDIA Quadro 5000
Aug 14 2011 10:00 PM | 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 25 2011 10:00 PM | 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 02:00 AM | Posted By Alexey Rukhlinskiy and Quentin Froemke
in Graphics Programming and Theory
This article brought to you by <a href="http://software.intel.com/en-us/visual-computing/?cid=sw:graphics192">Intel® Visual Computing Developer Community</a> Code Sample Download Page<a href="http://software.intel.com/en-us/articles/shadowexplorer?cid=sw:graphics189">http://software.intel.com/en-us/articles/shadowexplorer/</a>Download Arti...
Real-Time Dynamic Fur on the GPU
Oct 14 2010 08:30 AM | 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 05:53 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 07:41 AM | Posted By José María Méndez
in Graphics Programming and Theory
IntroductionGlobal illumination (GI) is a term used in computer graphics to refer to all lighting phenomena caused by interaction between surfaces (light rebounding off them, refracting, or getting blocked), for example: color bleeding, caustics, and shadows. Many times the term GI is used to refer only to color bleeding and realistic ambient lighting. Direct illumination – light that comes dir...
Deferred Rendering Demystified
Mar 01 2010 10:46 AM | 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 03:32 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 09 2009 10:44 PM | 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...
Cellular Textures, the light speed approach
Aug 10 2009 10:34 AM | Posted By Carsten Przyluczky
in Graphics Programming and Theory
Procedural texture generation is a very flexible and powerful technique, and the results are awesome looking textures that only require a few hundred bytes. Cellular textures is one such method. This article will describe how they are generated starting with a simple but slow algorithm. Then it will look over an advanced algorithm that takes linear time and provides some nice extra features
Image Space Lighting
Jun 11 2009 08:23 AM | Posted By David Maletz
in Graphics Programming and Theory
An explanation of the theory behind and implementation of image space lighting, a technique that utilizes deferred lighting and rasterization to efficiently and accurately render hundreds of light sources in real time. This technique allows for complex lighting environments found in scenes with lampposts, lanterns, cities at night, light-emitting particle effects and other scenes with many ligh...
Rendering Water as a Post-process Effect
Jun 04 2009 01:08 PM | Posted By Wojciech Toman
in Graphics Programming and Theory
This article presents a screen-space approach to water rendering. The technique makes water look realistic by focusing on aspects rarely taken into account like colour extinction. It is based on observation rather than on mathematical model.
Moving Noise
May 27 2009 04:07 AM | Posted By Dan Nielsen
in Graphics Programming and Theory
This feature introduces a drop-in Perlin noise variant useful for quickly generating organic procedural functions that change over time. You can use it to create scenes, textures, animations, and sounds. If you modify it or do something interesting with it, the author would love to know
Dynamic 3D Scene Graphs
Dec 10 2008 04:00 AM | Posted By Andrew Top
in Graphics Programming and Theory
Scene graphs used in most games today are actually scene trees, defined offline by artists. Interesting features can be achieved by instead defining offline a set of rules that explain how to generate a scene tree. By dynamically building the scene tree from a set of rules at run-time, we can support true scene graphs (scene graphs with cycles in them) as well as the ability to host environme...
Computation of Bounding Primitives on the GPU
Nov 12 2008 03:00 AM | Posted By Philip Rideout
in Graphics Programming and Theory
Nowadays it's becoming fashionable to use GPU's for purposes other than pure graphics. Learn a sneaky trick that leverages the GPU's horsepower to efficiently compute an axis-aligned bounding box. Includes sample code for DirectX 10, but this method can be used with other API's as well
Exploring Metaballs and Isosurfaces in 2D
Sep 03 2008 06:29 AM | Posted By Stephen Whitmore
in Graphics Programming and Theory
Ever wondered how the classic 'metaballs' effect worked? This article covers an overview and explanation of metaballs, as well as a simple implementation, some examples, suggestions for optimizations, and a meta-playground demo
A Simple and Inexpensive Ray-casting Effect
Jun 19 2008 05:38 AM | Posted By Karsten Schwenk
in Graphics Programming and Theory
This snippet describes two simple implementations of the emission/absorption model for participating media with ray-casting on the GPU
Soft-Edged Shadows
Jan 18 2005 10:23 AM | Posted By Anirudh.S Shastry
in Graphics Programming and Theory
IntroductionOriginally, dynamic shadowing techniques were possible only in a limited way. But with the advent of powerful programmable graphics hardware, dynamic shadow techniques have nearly completelyreplaced static techniques like light mapping and semi-dynamic techniques like projected shadows. Two popular dynamic shadowing techniques are shadow volumes and shadow mapping. A closer lookThe...
Realistic Natural Effect Rendering: Water I
Sep 07 2004 07:24 AM | Posted By Yann Lombard
in Graphics Programming and Theory
The first installment of this series starts with realistic water rendering.
Graphics Programming Black Book
Feb 16 2002 08:32 PM | Posted By Michael Abrash
in Graphics Programming and Theory
Michael Abrash's legendary book, now available online for free.
Striving For Graphics API Independence
Jan 23 2002 06:31 PM | Posted By Erik Yuzwa
in Graphics Programming and Theory
IntroductionWell if you've been hanging around the DirectX newsgroup for any amount of time, you'll notice and/or probably discover that one of the most discussed topics (besides OpenGL vs. DX) is concerning questions about using classes and/or interfaces with DLL files.Currently, Gamedev.net has one article dealing with using DLL files with classes, written by Gaz Iqbal. It's an ex...
The Water Effect Explained
Feb 15 2000 03:58 AM | Posted By Roy Willemse
in Graphics Programming and Theory
An IntroductionOf the many effects in computer graphics, the water effect is one that will definitely catch the viewer's attention. It simulates the behavior of water when it is disturbed.This article consists of two parts. The first part describes how the behavior of water is simulated. The second part describes how you can calculate the refraction of light when it hits a transparent surfa...











