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Graphics Theory & Implementation

General
Topic Author Date Published
Radiosity and BSP-Tree Rendering
This article gives an overview of how the radiosity algorithm (a lightning model) works and focuses on how BSP-trees can be used to optimize the calculations.
Samuel Ranta-Eskola 22/09/2003
Hidden Surface Removal
The article describes how to remove surfaces that are not visible with portal rendering. It also contains a detailed set of algorithms for implementing such hidden surface removal techniques.
Samuel Ranta-Eskola 16/09/2003
Physics in BSP-Trees: Collision Detection
The article discusses the implementation of collision detection in BSP-Trees. Topics covered are: Future Position Calculation, Collision Detection, and Collision Handling.
Samuel Ranta-Eskola 27/09/2003
Viewing Systems For 3D Engines
This article discusses about the various camera models that could be used in engines. The mathematical background is also discussed.
Tom Hammersley 29/09/2003
How ZBuffering Works
The article explains the theory behind ZBuffering, how it works, and how to improve it.
Tom Hammersley 19/10/2003
Speed-up & Optimization Techniques
Explains various optimization techniques to increase your engine's performance.
Tom Hammersley 26/11/2003
Particle Systems
Discusses the basics and implementation of a simple particle system. It focuses on creating explosions to demonstrate the idea.
Tom Hammersley 20/03/2004
An Introduction to Stencil Shadow Volumes
The article explains the theory of stencil shadow volumes. Basic implementation is also discussed.
Jukka Kainulainen 20/10/2004
Shadow Mapping and Shadow Volumes
Advanced theory and math on real-time shadow mapping and shadow volumes.
Andrew V. Nealen 01/01/2005

Algorithms and Data Structures
Topic Author Date Published
BSP Trees: Theory and Implementation
This article offers a detailed explanation of Binary Space Partitioning (BSP) theory for real-time engines, along with various implementation details, complexity anaylsis, optimzations, and rendering.
Samuel Ranta-Eskola 10/09/2003
Using Trees for Sorted Rendering
This article discusses the idea of using Binary Search Trees (BSTs) to render objects in the desired order.
Henry Yuen 01/04/2004
Advanced Graphics Algorithms
In this article, six widely used algorithms in graphics rendering of indoor and outdoor environments are discussed, namely: quad-based static terrain, Roettger's approach to continuous levels-of-detail in terrain, real-time optimally adapting meshes, portals, BSPs and PVSs. In each case the algorithm is discussed and some aspects of implementation are considered, as well as analyize each algorithm for its application in modern graphics systems.
Henri Hakl 11/05/2004

Raytracing
Topic Author Date Published
Ray Tracing Quaternion Julia Sets on the GPU
Discusses a method that takes advantage of the floating point power of recent GPUs to quickly visualize quaternion Julia sets via raytracing.
Keenan Crane 07/11/2005
The Basics of Raytracing
The author runs through the basics of raytracing, the alogrithm, and some implementation techniques.
Tom Hammersley 04/11/2003
Raytracing: Theory & Implementation Part 1, Introduction
The first installment in this series outlines the series and introduces the basics of raytracing.
Jacco Bikker 06/10/2005
Raytracing: Theory & Implementation Part 2, Phong, Mirrors and Shadows
This article explains how to add more interesting lighting and how to add shadows.
Jacco Bikker 06/10/2005
Raytracing: Theory & Implementation Part 3, Refractions and Beer's Law
The article continues the series by explaining about refractions, Beer's law and adaptive supersampling.
Jacco Bikker 06/10/2005
Raytracing: Theory & Implementation Part 4, Spatial Subdivisions
This installment takes a look at performance improvements by implementing a simple spatial subdivision scheme.
Jacco Bikker 06/10/2005
Raytracing: Theory & Implementation Part 5, Soft Shadows
The author builds upon the raytracer implemented so far and discusses how to add soft shadows.
Jacco Bikker 06/10/2005
Raytracing: Theory & Implementation Part 6, Textures, Cameras and Speed
The articles talks about camera's, look-at matrices, texturing of planes and spheres, bilinear filtering and importance sampling.
Jacco Bikker 06/10/2005
Raytracing: Theory & Implementation Part 7, Kd-Trees and More Speed
The final article in the series discusses how to push the performance of the raytracer even further using highly optimized Kd-trees.
Jacco Bikker 29/12/2005

Software Rendering
Topic Author Date Published
Software Rendering School: Part I
This article introduces the series and talks about the mathematical background necessary for the upcoming software-rendering series.
Mihail Ivanchev and Hans Thörnquist 19/10/2003
Software Rendering School, Part II: Projection
The second part of the series introduces projection in software rendering. Sample source code is included.
Mihail Ivanchev and Hans Thörnquist 30/11/2003
Software Rendering School, Part III: Triangle Rasterization
The third part of the series discusses one of the most important basics of the computer graphics: triangle rasterization.
Mihail Ivanchev, Hans Thörnquist, and Anubis 26/03/2004
Software Rendering School, Part IV: Shading and Filling
This article briefly discusses depth sorting, gouraud shading, phong shading, and filling using a software renderer. Sample source code is included.
Mihail Ivanchev, Hans Thörnquist 15/06/2004
Advanced Rasterization Using Half-Space Functions
The article describes an advanced technique for rasterization using the half-space function approach, which enables parallel pixel processing.
Nicolas Capens 26/09/2004
Software Rasterization School, Part IV: Shading
In this part of the series, the theory of lighting is discussed as well as the math behind it.
Mihail Ivanchev and Hans Thörnquist 06/09/2005



The Daily Image

The Daily Code Gem

By: Eric B
8 Comment(s)


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