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2004

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2005

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2007

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2002

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2003

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2004

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2006

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2006

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2008

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2009

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2010

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2011

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2012

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Graphics Programming: Lighting


Ray-traced Approximate Reflections Using a Grid of Oriented Splats

Holger Gruen
GPU Pro 3

Screen-space Bent Cones: A Practical Approach

Oliver Klehm, Tobias Ritschel, Elmar Eisemann, Hans-Peter Seidel
GPU Pro 3

Real-time Near-Field Global Illumination based on a Voxel Model

Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Mueller
GPU Pro 3

Temporal Screen-Space Ambient Occlusion

Oliver Mattausch, Daniel Scherzer and Michael Wimmer
GPU Pro 2

Level-of-Detail and Streaming Optimized Irradiance Normal Mapping

Ralf Habel, Anders Nilsson and Michael Wimmer
GPU Pro 2

Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing

Holger Gruen
GPU Pro 2

Real-Time Approximation of Light Transport in Translucent Homogenous Media

Colin Barr�-Brisebois and Marc Bouchard
GPU Pro 2

Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes

Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher
GPU Pro 2

Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination

Chris Wyman, Greg Nichols, and Jeremy Shopf
GPU Pro"

Screen-Space Directional Occlusion

Thorsten Grosch and Tobias Ritschel
GPU Pro"

Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors

Peter Dancsik and Laszlo Szecsi
GPU Pro"

Real-Time Screen Space Cloud Lighting

Kaori Kubota
GPU Pro"

Environment Mapping with Floyd-Steinberg Halftoning

Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton Penzov
GPU Pro"

Screen-Space Subsurface Scattering

Jorge Jimenez and Diego Gutierrez
GPU Pro"

Screen Space Ambient Occlusion

Vladimir Kajalin
ShaderX7

Image-Space Horizon-Based Ambient Occlusion

Louis Bavoil and Miguel Sainz
ShaderX7

Deferred Occlusion from Analytic Surfaces

Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat
ShaderX7

Fast Fake Global Illumination

Emmanuel Briney, Victor Ceitelis and David Cr�moux
ShaderX7

Real-Time Subsurface Scattering using Shadow Maps

Hyunwoo Ki
ShaderX7

Instant Radiosity with GPU Photon Tracing and Approximate Indirect Shadows

L�szl� Sz�csi
ShaderX7

Variance Methods for Screen-Space Ambient Occlusion

Angelo Pesce
ShaderX7

Per-Pixel Ambient Occlusion using Geometry Shaders

Dave Bookout
ShaderX7

Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer

Wolfgang Engel
ShaderX7

Using LUV color space with the Light Pre-Pass Renderer

Pat Wilson
ShaderX7

Practical Methods for a PRT-based Shader Using Spherical Harmonics

Jerome Ko, Manchor Ko and Matthias Zwicker
ShaderX6

Incremental Instant Radiosity

Hannu Saransaari, Samuli Laine, Janne Kontkanen, Jaakko Lehtinen and Timo Aila
ShaderX6

Real Time Photon Mapping Approximation on the GPU

Vlad Stamate
ShaderX6

Interactive Global Illumination with Precomputed Radiance Maps

Laszlo Szecsi, L�szl� Szirmay-Kalos, and Mateu Sbert
ShaderX6

Interactive Cinematic Relighting with Global Illumination

Fabio Pellacini (Dartmouth College), Milos Hasan, Kavita Bala (Cornell University)
GPU Gems 3

High-Quality Ambient Occlusion

Jared Hoberock, Yuntao Jia (University of Illinois at Urbana-Champaign)
GPU Gems 3

Volumetric Light Scattering as a Post-Process

Kenny Mitchell (Electronic Arts)
GPU Gems 3

A Simple Area Light Model for GPUs

Aick in der Au
ShaderX5

Irradiance Volumes for Real-time Rendering

Chris Oat
ShaderX5

Indirect Diffuse and Glossy Illumination on the GPU

Istv�n Laz�nyi and L�szl� Szirmay-Kalos
ShaderX5

Interactive Refractions and Caustics Using Image-Space Techniques

Chris Wyman
ShaderX5

Splatting of Diffuse and Glossy Indirect Illumination

Carsten Dachsbacher and Marc Stamminger
ShaderX5

Fast Per-Pixel Lighting with Many Lights

Frank Puig Placeres (University of Informatic Sciences, Cuba)
Game Programming Gems 6

Hardware-Based Ambient Occlusion

Dustin Franklin
ShaderX4

Ambient Occlusion Fields

Janne Kontkanen and Samuli Laine
ShaderX4

Ray-Traced Fog Volumes

Holger Gr�n and Marco Spoerl
ShaderX4

Dynamic Global Illumination Using Tetrahedron Environment Mapping

Imagire Takashi
ShaderX4

Dynamic Glossy Environment Reflections Using Summed-Area Tables

Justin Hensley and Thorsten Scheuermann
ShaderX4

Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map

Tien-Tsin Wong, Liang Wan, Chi-Sing Leung, and Ping-Man Lam
ShaderX4

Real-Time Obscurances with Color Bleeding

Alex M�ndez-Feliu, Mateu Sbert, Jordi Cat�, Nicolau Sunyer, and Sergi Funtan�
ShaderX4

I3: Interactive Indirect Illumination

Carsten Dachsbacher and Marc Stamminger
ShaderX4

Motion Blurring Environment Maps

Jason Mitchell
ShaderX4

Implementing Radiosity for a Light Map Precomputation Tool

Florian Born
ShaderX4

Real-Time Computation of Dynamic Irradiance Environment Maps

Gary King (NVIDIA Corporation)
GPU Gems 2

Dynamic Ambient Occlusion and Indirect Lighting

Michael Bunnell (NVIDIA Corporation)
GPU Gems 2

Accurate Atmospheric Scattering

Sean O'Neil
GPU Gems 2

High-Quality Global Illumination Rendering Using Rasterization

Toshiya Hachisuka (The University of Tokyo)
GPU Gems 2

Global Illumination using Progressive Refinement Radiosity

Greg Coombe (University of North Carolina at Chapel Hill) and Mark Harris (NVIDIA Corporation)
GPU Gems 2

Irradiance Volumes for Games

Chris Oat (ATI Research)
ATI Technology Papers & Presentations (GDC 2005).

Cinematic Lighting

Fabio Pellacini and Kiril Vidimce (Pixar Animation Studios)
GPU Gems

Managing Visibility for Per-Pixel Lighting

John O�Rorke (Monolith Productions)
GPU Gems

Ambient Occlusion

Matt Pharr and Simon Green (NVIDIA)
GPU Gems

Spatial BRDFs

David McAllister (NVIDIA)
GPU Gems

Dynamic Gamma Using Sampled Scene Luminance

Michael Dougherty, Dave McCoy
Game Programming Gems 4

Deferred Lighting on PS 3.0 with High Dynamic Range

Dean Calver
ShaderX3

Reduction of Lighting Calculations Using Spherical Harmonics

Vlad Stamate
ShaderX3

Lighting Precomputation Using the Relighting Map

Tien-Tsin Wong, Chi-Sing Leung, and Kwok-Hung Choy
ShaderX3

Light Shaft Rendering

Jason L. Mitchell
ShaderX3

Adding Spherical Harmonic Lighting to the Sushi Engine

Chris Oat (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

Light Shafts: Rendering Shadows in Participating Media

Jason Mitchell (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

GPU Gems Showcase: Image-Based Lighting (GPU Gems)

Kevin Bjorke (NVIDIA)
PDF available, NVIDIA GDC Presentations

Advanced lighting and shading with Direct3D 9

Michal Valient
ShaderX2

Introduction to Different Fog Effects

Markus N�bel
ShaderX2

Hemisphere Lighting With Radiosity Maps

Shawn Hargreaves
ShaderX2

Fragment Level Phong Illumination

Emil Persson
ShaderX2

Efficient Evaluation of Irradiance Environment Maps

Peter-Pike Sloan
ShaderX2

Practical Precomputed Radiance Transfer

Peter-Pike Sloan
ShaderX2

Deferred Shading with Multiple Render Targets

Nicolas Thibieroz
ShaderX2

Simulation of Iridescence and Translucency on Thin Surfaces

Natalya Tatarchuk and Chris Brennan
ShaderX2

Layered Fog

Guillaume Werle
ShaderX2

A Modified Phong-Blinn Light Model for Shadowed Areas

Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of G�vle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods

Stochastic Iteration for Nondiffuse Global Illumination

L�szl� Szirmay-Kalos and Gy�rgy Antal (Budapest University)
Graphics Programming Methods

Metropolis Sampling in Random Walk Global Illumination Algorithms

L�szl� Szirmay-Kalos and Gy�rgy Antal (Budapest University)
Graphics Programming Methods

Real-Time Light-Atmosphere Interactions for Outdoor Scenes

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

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

Fast Patch Normals

Martin Brownlow (Shiny Entertainment)
Game Programming Gems 3
Abstract: Surface patches are a memory-efficient way of creating smooth surfaces that can be rendered at many levels of detail. However, having a smooth surface is not as useful if you cannot light it properly. For that, you need the normal vector at each vertex. This article describes how to treat the normal at each control point as a second control mesh, thus quickly approximating the correct surface normal. Although the results are not strictly correct, they can produce superior results by eliminating shading errors due to curve discontinuity introduced during skinning.

Methods for Dynamic, Photorealistic Terrain Lighting

Naty Hoffman and Kenny Mitchell (Westwood Studios)
Game Programming Gems 3
Abstract: This article will present several methods for producing high-quality, physically based lighting solutions for terrain under dynamic lighting conditions. Topics include: Sunlight (Horizon Angles, Shadow Ellipses, and PTMs), Skylight (Radiosity Approximations and Patches), Animated Cloud Shadows, Video-Based Solutions, and Nonterrain Objects.

Cube Map Lighting Techniques

Kenneth L. Hurley
Game Programming Gems 3
Abstract: This article will describe some ways to encode different lighting conditions as well as other properties within cube maps. It will give a brief overview of the properties of cube maps and how to index into them. Topics include: Physical Properties of Cube Maps, Getting data to/from a Cube Map, Rendering with the Cube Map, Encoding Cloud Cover, Encoding Lights in a Cube Map, Encoding Diffuse Lighting in a Cube Map, and Encoding a Day/Night Cycle into a Cube Map.

Textures as Lookup Tables for Per-Pixel Lighting Computations

Alex Vlachos, John Isidoro, and Chris Oat (ATI Research)
Game Programming Gems 3
Abstract: In this article, we show ways to use texture maps as a means to solve functions through a lookup table, focusing on lighting computations. This technique saves precious pixel shader instructions, and in many cases, it is the only way to make certain per-pixel effects possible on the current generation of hardware.

Lighting A Single-Surface Object

Greg James
ShaderX

Smooth Lighting with ps.1.4

Steffen Bendel
ShaderX

Per Pixel Fresnel Term

Chris Brennan
ShaderX

Per-pixel Strand Based Anisotropic Lighting

John Isidoro and Chris Brennan
ShaderX

Bump Mapped BRDF Rendering

�d�m Morav�nszky
ShaderX

Rendering Outdoor Light Scattering in Real Time

Naty Hoffman (Westwood Studios), Arcot J. Preetham (ATI Research)
ATI Technology Papers & Presentations

Dynamic Per-Pixel Lighting Techniques

Dan Ginsburg and Dave Gosselin (ATI Research)
Game Programming Gems 2
Abstract: This article presents several techniques that can be used to perform dynamic lighting effects on a per-pixel basis. These methods have the advantage that they don't require highly tessellated geometry, and can often be performed at little performance cost on multitexturing graphics hardware.

Motif-Based Static Lighting

Steven Ranck (Midway Home Entertainment)
Game Programming Gems

Simulated Real-Time Lighting Using Vertex Color Interpolation

Jorge Freitas
Game Programming Gems

Attenuation Maps

Sim Dietrich (NVIDIA Corporation)
Game Programming Gems

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GPU Pro 3


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AI Game
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