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Learn OpenGL, extensive tutorial resource for learning Modern OpenGL. Lesson 1: Bresenham’s Line Drawing Algorithm · ssloy/tinyrenderer Wiki. First attempt The goal of the first lesson is to render the wire mesh.

Lesson 1: Bresenham’s Line Drawing Algorithm · ssloy/tinyrenderer Wiki

To do this, we should learn how to draw line segments. We can simply read what Bresenham’s line algorithm is, but let’s write code ourselves. How does the simplest code that draws a line segment between (x0, y0) and (x1, y1) points look like? Apparently, something like this : void line(int x0, int y0, int x1, int y1, TGAImage &image, TGAColor color) { for (float t=0.; t<1.; t+=.01) { int x = x0*(1. The snapshot of the code is available here. Lesson 1: Bresenham’s Line Drawing Algorithm · ssloy/tinyrenderer Wiki. GTA V - Graphics Study - Adrian Courrèges. The Grand Theft Auto series has come a long way since the first opus came out back in 1997. About 2 years ago, Rockstar released GTA V. The game was an instant success, selling 11 million units over the first 24 hours and instantly smashing 7 world records. Having played it on PS3 I was quite impressed by the level of polish and the technical quality of the game. Nothing kills immersion more than a loading screen: in GTA V you can play for hours, drive hundreds of kilometers into a huge open-world without a single interruption.

Considering the heavy streaming of assets going on and the specs of the PS3 (256MB RAM and 256MB of video memory) I’m amazed the game doesn’t crash after 20 minutes, it’s a real technical prowess. Here I will be talking about the PC version in DirectX 11 mode, which eats up several GBs of memory from both the RAM and the GPU. The Cg Tutorial - Chapter 1. Introduction.

The Cg Tutorial is now available, right here, online.

The Cg Tutorial - Chapter 1. Introduction

You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley. Please visit our Recent Documents page to see all the latest whitepapers and conference presentations that can help you with your projects.

Unity

Learning Modern OpenGL. Shaders + Cube Env Map + Phong Lighting Introduction Ok... so you want to learn modern OpenGL.

Learning Modern OpenGL

Great! Graphics Programming Black Book - Graphics Programming and Theory. Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr.

Graphics Programming Black Book - Graphics Programming and Theory

Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. OpenGL - Introduction. OpenGL Programming Guide (Addison-Wesley Publishing Company): Table of Contents. Drawing Lines is Hard. Twitter: @mattdesl Drawing lines might not sound like rocket science, but it’s damn difficult to do well in OpenGL, particularly WebGL.

Drawing Lines is Hard

Here I explore a few different techniques for 2D and 3D line rendering, and accompany each with a small canvas demo. Learning Modern 3D Graphics Programming : programming. Anders Riggelsen - Visual glBlendFunc and glBlendEquation Tool.

Shaders

GLSL Core Tutorial – Geometry Shader. The geometry shader is part of the specification since OpenGL 3.2.

GLSL Core Tutorial – Geometry Shader

This stage is optional. When present, a geometry shader receives as input the primitives assembled in the previous stage. A geometry shader does not receive strips, fans, or loops. The geometry shader receives the assembled primitives. So if the draw command specifies triangle strips, the geometry shader actually receives triangles. The geometry shader, as opposed to the vertex shader, has full knowledge of the primitive it is working on. NVIDIA: depth_peeling. Introduction à la 3D.

Ogre3D

Les matrices. Développez vos applications 3D avec OpenGL 3.3. Créez des programmes en 3D avec OpenGL. Découvrez Ogre 3D. Some Assembly Required » Blog Archive » Timing square root. The square root is one of those basic mathematical operations that’s totally ubiquitous in any game’s source code, and yet also has many competing implementations and performance superstitions around it.

Some Assembly Required » Blog Archive » Timing square root

The compiler offers a sqrt() builtin function, and so do some CPUs, but some programmers insist on writing their own routines in software. And often it’s really the reciprocal square root you want, for normalizing a vector, or trigonometry. WebGL shader editor in a browser. KickJS Shader Editor is an online browser-based GLSL ES editor that let you easily create, tweak and share shaders.

WebGL shader editor in a browser

I’ll here describe how the editor is used. But first I’ll give a short introduction to WebGL and GLSL for people unfamiliar with this technology. WebGL and GLSL ES WebGL is a specification of an API that browsers can support to provide 3D accelerated graphics. The WebGL API basically a variant OpenGL ES 2.0, that many handheld devices support (iPhone, iPad, etc). WebGL let your javascript communicate with the your graphics card driver. Classroom. Introduction au GLSL. Les shaders (1/2) Shader. Un article de Wikipédia, l'encyclopédie libre.

Shader

Différents langages[modifier | modifier le code] Pour le calcul réaliste[modifier | modifier le code] Ce genre de langage de shader est conçu pour une qualité maximum d'image. Les propriétés matérielles sont totalement ignorées, peu de compétences de programmation et aucune connaissance du matériel n'est exigée. De tels shaders sont souvent créés par des artistes pour obtenir le bon rendu. La réalisation de ce genre de shader est habituellement un processus long.

WebGL - Web Graphics Library. 4 Reference Pages.