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Game Programming Methods
Edited by Jeff Lander, published 2003.

Simulating and Rendering Particle Systems

Waldemar Celes and Antonio Calomeni (Pontifical Catholic University of Rio de Janeiro
Graphics Programming Methods, 2003.
Abstract:

Real-Time Animation of Trees

Thomas Di Giacomo (MIRALab - University of Geneva), Stéphane Capo (Oktal), and François Faure (iMAGIS Lab)
Graphics Programming Methods, 2003.
Abstract:

Real-Time Multiresolution Dynamics of Deeply Hierarchical Bodies

Jason Weber and Andrew Weber (Intel Corporation)
Graphics Programming Methods, 2003.
Abstract:

Scripted Bodies and Spline-Driven Animation

Kenny Erleben and Knud Henriksen (University of Copenhagen)
Graphics Programming Methods, 2003.
Abstract:

Collision Detection of Deformable Volumetric Meshes
Kenny Erleben and Jon Sporring (University of Copenhagen)
Graphics Programming Methods, 2003.
Abstract:

Building an Advanced Facial Expression System

John van der Burg (Mystic Game Development)
Graphics Programming Methods, 2003.
Abstract:

Inverse Dynamic Displacement Constraints in Real-Time Cloth and Soft-Body Models

Meciej Matyka (University of Wroclaw)
Graphics Programming Methods, 2003.
Abstract:

Resolution of the Inverse Kinematic of an Articulated Structure Using the Jacobian Pseudo-Inverse

Juan M Cordero and Javier Matellanes (University of Seville)
Graphics Programming Methods, 2003.
Abstract:

Automatic Parameterizations on the Cube

Ignacio Castaño (University of Seville)
Graphics Programming Methods, 2003.
Abstract:

Filling Texture Holes Using the Euclidean Distance Map

Ignacio Castaño (University of Seville)
Graphics Programming Methods, 2003.
Abstract:

A Fast All-Interger Ellipse Discretization Algorithm

Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods, 2003.
Abstract:

A Fast and Simple All-Interger Parametric Line

Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods, 2003.
Abstract:

An Easy-to-Code Smoothing Algorithm for 3D Reconstructed Surfaces

Oscar Garcia-Panyella (La Salle School of Engineering)
Graphics Programming Methods, 2003.
Abstract:

Higher-Order Surfaces Using Curved Point-Normal (PN) Triangles

Mark Theyer (TheyerGFX Pty Ltd)
Graphics Programming Methods, 2003.
Abstract:

Building a Flexible Terrain Engine for the Future

Trent Polack (Burnt Fur Entertainment)
Graphics Programming Methods, 2003.
Abstract:

Visible Terrain Grid Determination Using the Frustum

Christopher Tremblay
Graphics Programming Methods, 2003.
Abstract:

Real-Time Generation and Rendering of 3D Planets

Jesse Laeuchli
Graphics Programming Methods, 2003.
Abstract:

k-D Tree Face Portals with Solid Geometry

Conor Stokes
Graphics Programming Methods, 2003.
Abstract:

A Framework for Rapid 3D Level Design Using MAXScript Code Generation

R. Grant Reed
Graphics Programming Methods, 2003.
Abstract:

A Modified Phong-Blinn Light Model for Shadowed Areas
Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods, 2003.
Abstract:

Stochastic Iteration for Nondiffuse Global Illumination

László Szirmay-Kalos and György Antal (Budapest University)
Graphics Programming Methods, 2003.
Abstract:

Metropolis Sampling in Random Walk Global Illumination Algorithms

László Szirmay-Kalos and György Antal (Budapest University)
Graphics Programming Methods, 2003.
Abstract:

Metropolis Density Estimation

William Leeson (Illuminate)
Graphics Programming Methods, 2003.
Abstract:

Rendering with Adaptive Integration

William Leeson (Illuminate)
Graphics Programming Methods, 2003.
Abstract:

Illumination-Based Occlusion Culling

Ian Ashdown (byHeart Consultants Limited)
Graphics Programming Methods, 2003.
Abstract:

Antialiasing for Bump Maps and a Fast Normalization Trick
Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods, 2003.
Abstract:

Fast Setup for Bilinear and Biquadratic Interpolation over Triangles
Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods, 2003.
Abstract:

An Effective Implementation of the k-D Trees

László Szécsi (Budapest University)
Graphics Programming Methods, 2003.
Abstract:

Pixel Shader Optimizations for Terrain Rendering

Kenny Mitchell (Electronic Arts)
Graphics Programming Methods, 2003.
Abstract:

Real-Time Light-Atmosphere Interactions for Outdoor Scenes

Naty Hoffman (Electronic Arts) and Arcot J. Preetham (ATI Research)
Graphics Programming Methods, 2003.
Abstract:

True Volumetric Shadows

Robert James
Graphics Programming Methods, 2003.
Abstract:

Quantization of True-Color Images with Opacity Information

Willem H. de Boer (Mucky Foot Productions)
Graphics Programming Methods, 2003.
Abstract:

Real-Time Relighting of Compressed Panoramas

Tien-Tsin Wong and Siu-Hang Or (The Chinese University of Hong Kong), and Chi-Wing Fu (Indiana University Bloomington)
Graphics Programming Methods, 2003.
Abstract:

An Optimal Dynamic Surface Caching Algorithm

Alexandre Ganea (DC Studios)
Graphics Programming Methods, 2003.
Abstract:

 
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