Comp.Graphics.Algorithms FAQ Joseph O'Rourke I think the title says it all. One thing I noticed is that it mentions the patent on the marching cubes algorithm. Graphics Programming Black Book Michael Abrash This book on 153 MB (divided into one file per chapter) is a bit outdated but some algorithms never die such as BSP, PVS, and the likes. I don't know how useful the information here is but I keep the reference just in case. Ramblings in Realtime Michael Abrash
Resolution Switching Without Using DirectX Ashley Matheson
A Real-Time Procedural Universe, Part 3: Matters of Scale July, 2002 - Sean O'Neil This article teaches how to overcome problems when rendering scenes with very large ranges, e.g. more than 10,000km. Some problems mentioned are z-buffer precision, vertex transform problems, object position precision. The World and View Matrix March, 2002 - Andreas Jönsson This article explains how the world and the view matrix works in 3D graphics. ATI Developer Relations
Delphi3D
Exaflop
Hin Jang's GFX A great site for various types of graphical algorithms. nVidia Developer The developer relations site of nVidia is full of good articles and demos with source code on 3D graphics. Paul Bourke's homepage
Real-Time Rendering Resources
The good-looking textured light-sourced bouncy fun smart and stretchy page
Tim Rowley's home page
Tomas Akenine-Möller's home page Tomas Akenine-Möller Home page of one of the authors of the book Real-Time Rendering. Excellent set of published articles. Coding - 3D Engine Lukas aka the Swine This series of articles shows how to write a Quake like software 3D engine, complete with perspective correct texture mapping, lightmapping, and BSP visibility culling. The english is a bit poor at times, but understandable. Sol's Graphics for Beginners Jari Komppa This is a large series of tutorials starting with simple graphics using the SDL library, then moving on to making a small 2D game, and finally some more advanced graphic effects. The HSV colorspace Explains the HSV colorspace and how to convert to and from RGB. Practical Texture Atlases Jan, 2006 - Ivan-Assen Ivanov Shows one practical way of combining multiple textures into one, which is good for avoiding texture swaps and minimizing sorting complexity in 3D engines with lots of objects using different textures. A tile-based triangle rasterizer in hardware 2005 - Fredrik Ehnbom Shows an interesting algorithm for a triangle rasterizer in hardware. Intended for processing units with little power, e.g. mobile phone CPUs. The algorithm may also work well for a software rasterizer. Improved Alpha-Tested Magnification for Vector Textures and Special Effects 2007 - Chris Green Shows how to use distance field in texture to render alias free 2D decals. Volumetric Billboards 2009 - Philippe Decaudin, Fabrice Neyret An interesting technique for rendering complex models. Rasterization on Larrabee Sep, 2009 - Michael Abrash Very interesting article on software rasterization. It describes a lot of optimizations that can be done with modern processors that have vector instructions for perform multiple operations in parallel. Shader Effects: Gamma Correction June, 2012 - Nathaniel Meyer This article explains how gamma correction works, and why it is necessary. It also provides sample shader code to demonstrate the theory. Basic Theory of Physically-Based Rendering Jeff Russell This article gives a very good overview of what Physically Based Rendering is, without going into technical details. Physically based rendering Oct, 2015 - Lukas Orsvärn This article gives an excellent overview of what Physically Based Rendering (PBR) means. It also has some good links to other resources with more in-depth detail. |