Author Daniel Sanchez-Crespo outlines a core programming curriculum every game designer should be well versed in. Code samples use C++, and the OpenGL and DirectX APIs.
Shadowing is a key component for convincing, solid-looking rendering. Whether hard or soft, physically correct or perceptually satisfying, NVIDIA has been at the forefront of real-time shadowing technology. This page collects some of the shadow-related presentations and white papers created in recent years by NVIDIA developers.
takes a two-dimensional image and creates a three-dimensional "fly around" model, giving the viewers access to the scene's depth and a range of points of view.
a compilation of Michael's writings on assembly language and graphics programming (including Dr. Dobb's Journal "Graphics Programming" column).Focus is on profiling and code testing, as well as performance optimization.
Interview with Sebastian DeGuy. We discuss how small the textures can actual get, whether procedural textures can compare with textures in games like Crysis and much more