AI GFX Topic Genre All
 
2D / Billboards
Particle Systems
Lighting
Shadows
Texturing / Shading
Pixel Shading
Vertex Shading
Terrain
Camera
Animation / Skinning
Facial Animation
Visibility / Occlusion
Surfaces
Polygonal Math
Collision Detection
Level-of-Detail / Progressive Mesh
Screenshots
Direct3D
OpenGL
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
Polygonal Math


T-Junction Elimination and Retriangulation

Eric Lengyel (Terathon Software)
Game Programming Gems 3, 2003.
Abstract: This article describes how to detect possible sources of these seams in complex 3D scenes and how to modify static geometry so that visible artifacts are avoided. Since T-junction elimination adds verticies to existing polygons (that are not necessarily convex), we also discuss a method for triangulating arbitrary concave polygons.

Triangle Strip Creation, Optimizations, and Rendering

Carl S. Marshall (Intel Labs)
Game Programming Gems 3, 2003.
Abstract: This article focuses on how to generate triangle strips from arbitrary 3D polygonal models. We will describe and provide source code for developing long triangle strips. After describing the triangle strip algorithm, we will explain the benefits of triangle strips, the possible pitfalls encountered when creating them, and how to submit them to the graphics API. In addition, several other triangle strip creation algorithms will be reviewed and critiqued.

Automatic Parameterizations on the Cube

Ignacio Castaņo (University of Seville)
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:

Complex Matrix Transformations
Scott Johnson (Acclaim Austin)
Available Online at Gamasutra, 2002.
Abstract: Matrix transforms are a ubiquitous aspect of 3D game programming, but game programmers do not often use a rigorous method for creating them or a common way of discussing them. Practitioners in the field of Robotics have mastered them long ago, but these methods haven't made their way into daily practice among game programmers. Some of the many symptoms include models that import the wrong way and characters that rotate left when they are told to rotate right. After a review of matrix conventions and notation, this feature introduces a useful naming scheme, a shorthand notation for transforms and tips for debugging them that will allow you to create concatenated matrix transforms correctly in much shorter time.

Tweaking a Vertex's Projected Depth Value
Eric Lengyel (C4 Engine)
Game Programming Gems, 2000.
Abstract: The goal is to find a way to offset a polygon's depth in a scene without changing its projected screen coordinates or altering its texture mapping perspective. Most 3D graphcs libraries contain some kind of polygon offset function to help achieve this goal. However, these solutions generally lack fine control and usually incur a per-vertex performance cost. This article presents an alternative method that modifies the projection matrix to achieve the depth offset effect.

Computing the Distance into a Sector

Steven Ranck (Midway Home Entertainment)
Game Programming Gems, 2000.
Abstract: This article describes a simple and fast algorithm for determining where a point is between the edges of a 2D quad (or sector). The result is a unit floating point number, where 0 indicates that the point lies on the leading edge, and where 1 indicates that the point lies on the opposite edge. The sector may be any four-sided, 2D convex shape.

 
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