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Graphics Theory & Implementation
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Algorithms and Data Structures |
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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 |
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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 |
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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 |
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Raytracing |
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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 |
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The Basics of Raytracing
The author runs through the basics of raytracing, the alogrithm, and some implementation techniques. |
Tom Hammersley |
04/11/2003 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Software Rendering |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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The Daily Code Gem |
By: Eric B
8 Comment(s)
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