essentialmath.com
Essential Math for Games Programmers
http://www.essentialmath.com/references.htm
Essential Math for Games Programmers. Computer Graphics: Principles and Practice. By Foley, van Dam, Feiner and Hughes ( companion source code. By Akenine-Möller and Haines ( companion web site. 3D Game Engine Design. By Eberly ( Geometric Tools site. Mathematics: From the Birth of Numbers. Jim Blinns Corner: A Trip Down the Graphics Pipeline. Jim Blinn's Corner: Dirty Pixels. Jim Blinn's Corner: Notation, Notation, Notation. Game Programming Gems 2. Game Programming Gems 3. Game Programming Gems 4.
pauliehughes.com
Links
http://www.pauliehughes.com/page8/index.html
Paulie's Perfunctory Game Dev Website. Video Game Development Since 1981. Places to go, people to visit. All the latest daily industry news and gossip. Industry News and Dev Articles. UK Games Industry Trade Paper. Games Industry News and Info. VAST database of info on games and game developers both new and old. Real Time Rendering Resources. The place for free Retro game remakes. The best PC Spectrum emulator bar none. The ultimate site for all things BBC and Electron. Collection of lost C64 games.
saint-paul.fjfi.cvut.cz
Užitečné odkazy na web | Pavel Strachota - domovská stránka
http://saint-paul.fjfi.cvut.cz/base/cs/POGR-references-web
Pavel Strachota - domovská stránka. Úvod do dynamiky kontinua. Seminář k bakalářské práci. Poznámky z Teorie grafů. Užitečné odkazy na web. Užitečné odkazy na web. International Commision on Illumination. Převody mezi barevnými modely. Zajímavé stránky nejen o světle a barvách, ale o fyzice celkově. Optické klamy a podobné zajímavosti. Klikněte i na Table of contents. Vynikající knihovna na ukládání, načítání a úpravy obrázků. Objektově orientovaná knihovna implementující scénové grafy nad OpenGL. 3D ska...
risbrandt.blogspot.com
Ramblings in 3D (and other stuff): March 2006
http://risbrandt.blogspot.com/2006_03_01_archive.html
Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Thursday, March 30, 2006. I've completed the atmospheric scattering implementation, and now the terrain is also affected by the scattering. Here's a few screenshots:. Wednesday, March 29, 2006. I'm working on a fully dynamic sky system. It's far from finished but I couldn't resist uploading a teaser screenshot:). This is what makes the sky blue at noon and red at dawn. The method is described in this paper. Tuesday, March 28, 2006. The h...
ferransole.wordpress.com
Links | Ferran Sole
https://ferransole.wordpress.com/links-3
Real-Time Computer Graphics Programming. Skip to primary content. The Journal of Computer Graphics Techniques. Resource for Computer Graphics. Pete Shirley’s Graphics Blog. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out.
mindbaffle.com
Real-time Rendering | mindbaffle.com
http://mindbaffle.com/real-time-rendering
New page for developer blogs. New page for developer resources. New page for generative programming links. New page for real-time rendering links. What is great software? Real-time Rendering Book Resources. Leave a Reply Cancel reply. Your email address will not be published. Required fields are marked *. You may use these. A href= title= abbr title= acronym title= b blockquote cite= cite code del datetime= em i q cite= s strike strong. Proudly powered by WordPress.
xpl0.org
Real-Time 3D Rendering in XPL0
http://www.xpl0.org/torus.html
Real-Time 3D Rendering in XPL0. Here are some programs that show how XPL0 can be used to animate a 3D object. Each one builds upon the preceding example. All the source code and executables are contained here: TORUS.ZIP. 210k, 3-Jul-2006). You need to run the programs to appreciate the speed that the images are drawn. They run under both DOS and Windows. Torus3 increases realism by using solid surfaces. 32-bit XPL0 with its VESA graphics provides a substantial increase in speed over 16-bit XPL0. ...Torus...
malegebi.wordpress.com
Geometry-Shader-Free Bokeh Depth of Field Rendering | Malegeby
https://malegebi.wordpress.com/2012/08/01/geometry-shader-free-bokeh-depth-of-field-rendering
Geometry-Shader-Free Bokeh Depth of Field Rendering. Geometry-Shader-Free Bokeh Depth of Field Rendering. Geometry-Shader-Free Bokeh Depth of Field Rendering. 1 RWStructuredBuffer BokehData BokehDataUAV;. This structured buffer is used to store the bokeh information, including pixel position and color. The UAV needs to be create with D3D11 BUFFER UAV FLAG COUNTER flag. 2 RWBuffer uint DrawArgsUAV;. 3 Texture2D float4 AccumulationRT;. The rendering process is fairly straight forward:. For each pixel in th...
malegebi.wordpress.com
malegebi | Malegeby
https://malegebi.wordpress.com/author/malegebi
Geometry-Shader-Free Bokeh Depth of Field Rendering. Geometry-Shader-Free Bokeh Depth of Field Rendering. 1 RWStructuredBuffer BokehData BokehDataUAV;. This structured buffer is used to store the bokeh information, including pixel position and color. The UAV needs to be create with D3D11 BUFFER UAV FLAG COUNTER flag. 2 RWBuffer uint DrawArgsUAV;. 3 Texture2D float4 AccumulationRT;. The rendering process is fairly straight forward:. 1 Compute shader stage 1:. For each pixel in the input depth/color textur...
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