AI GFX Topic Genre All
 
Weather
Lens Flare
Destruction
Pyrotechnics
Advanced Materials
High Dynamic Range
Reflection / Refraction
Post Processing
Game Programming Gems
Game Programming Gems 2
Game Programming Gems 3
Game Programming Gems 4
Graphics Programming Methods
GDC Proceedings
Game Developer Magazine
Gamasutra


Home    By Topic    By Effect    All Articles    Contact
Advanced Materials


Rendering with Handcrafted Shading Models
Jan Kautz (Max-Plank-Institut für Informatik)
Game Programming Gems 3, 2003.
Abstract: This article proposes a simple technique called normal distribution function (NDF) shading. It allows an artist to handcraft shading models, with the shape and color of highlights simply stored in bitmaps. The technique uses per-pixel shading, and can also be used in conjunction with bump mapping. Anisotropic shading models can also be created.

Operations for Hardware-Accelerated Procedural Texture Animation
Greg James (NVIDIA Corporation)
Game Programming Gems 2, 2001.
Abstract: This article covers a few fundamental operations for generating procedural animations, and puts these to use in specific examples that simulate fire, smoke, water, or perform image processing. With today's consumer hardware, we can even run complex cellular automata programs entirely within the rendering of a 3D accelerator and put the resulting animations to use in various effects.

Convincing-Looking Glass for Games

Gabor Nagy (Sony Computer Entertainment America)
Game Programming Gems, 2000.
Abstract:

Refraction Mapping for Liquids in Containers

Alex Vlachos and Jason L. Mitchell (ATI Research)
Game Programming Gems, 2000.
Abstract:

The Blobs Go Marching Two by Two
Jeff Lander (Darwin3D)
Available Online at Gamasutra, 2000. Game Developer Magazine (Nov 1999).
Abstract: The challenge of accurately modelling organic shapes and the they way they slop, splash, waddle and plop has caused many game artists to crumple under the pressure of recreating such phenomena. Jeff Lander shows how to use meta-goop to create and manipulate organic objects.

Devil in the Blue Faceted Dress: Real Time Cloth Animation
Jeff Lander (Darwin3D)
Available Online at Gamasutra, 2000. Game Developer Magazine (May 1999).
Abstract: Cloth animation is tricky, and even in the world of high-end computer graphics, it’s difficult to get right. Jeff Lander wanted to create realistic cloth in his environments and on his characters, so with his hardware accelerated graphics rasterization freeing enough processor power necessary to make it possible, he set set about creating a real-time cloth simulation.

 
Survey of best prices
Survey of best prices
AI Game Programming Wisdom

AI Game Programming Wisdom 2

Game
Programming
Gems


Game
Programming
Gems 2


Game
Programming
Gems 3


Game
Programming
Gems 4



Home