Home    General Programming    Artificial Intelligence    Math    Physics    Graphics    Networking    Audio Programming    
Audio/Visual Design    Game Design    Production    Business of Games    Game Studies    Conferences    Schools    Contact   
Particle Systems
2D / Billboards
Lighting
Shadows
Texturing
Shaders
Terrain
Camera
Animation / Skinning
Facial Animation
Visibility / Occlusion
Surfaces
Polygonal Math
Collision Detection
Level of Detail
Screenshots
Scene Management
GPU Computation
Direct3D
OpenGL
Effects: Weather
Effects: Lens Flare
Effects: Destruction
Effects: Pyrotechnics
Effects: Adv Materials
Effects: HDR
Effects: Post Process
Effects: Depth of Field
Effects: Refraction
All Articles
Game Programming Gems
Game Programming Gems 2
Game Programming Gems 3
Game Programming Gems 4
Game Programming Gems 5
Game Programming Gems 6
Game Programming Gems 7
AI Game Programming Wisdom
AI Game Programming Wisdom 2
AI Game Programming Wisdom 3
AI Game Programming Wisdom 4
GPU Gems
2004

GPU Gems 2
2005

GPU Gems 3
2007

ShaderX
2002

ShaderX2
2003

ShaderX3
2004

ShaderX4
2006

ShaderX5
2006

ShaderX6
2008

ShaderX7
2009

GPU Pro
2010

GPU Pro 2
2011

GPU Pro 3
2012

Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
GDC Proceedings
Game Developer Magazine
Gamasutra


Graphics Programming: Level of Detail


Optimized Stadium Crowd Rendering

Alan Chambers
GPU Pro 3

Level-of-Detail and Streaming Optimized Irradiance Normal Mapping

Ralf Habel, Anders Nilsson and Michael Wimmer
GPU Pro 2

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba
ShaderX7

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba
ShaderX7

Every Cycle Counts Level of Detail Shaders

Kristof Beets
ShaderX6

Large Crowds of Autonomous Animated Characters Using Fragment Shaders and Level of Detail

Erik Mill�n, Benjam�n Hern�ndez, and Isaac Rudom�n
ShaderX5

Shader Implementation of Discrete Wavelet Transform

Tien-Tsin Wong and Chi-Sing Leung
ShaderX4

Mipmap Level Measurement

Iain Cantlay (Climax Entertainment)
GPU Gems 2

Comparison of VIPM Methods

Tom Forsyth (Mucky Foot Productions)
Game Programming Gems 2
Abstract: View-Independent Progressive Meshing (VIPM) has moved from the status of an interesting research project, to promising new technology, to sensible addition to all the best engines, and now into the Direct3D graphics API itself. However, in an effort to push the performance of VIPM, and in particular to drive the hardware as efficiently as possible, several new forms have been developed, each with their own tradeoffs and characteristics. This article is intended as a guide to some of the more promising versions, and should help people decide which of the many variants to sue in particular situations.

Never Let 'Em See You Pop - Issues in Geometric Level of Detail Selection

Yossarian King (Electronic Arts Canada)
Game Programming Gems

View-Independent Progressive Meshing

Jan Svarovsky (Mucky Foot Productions)
Game Programming Gems

13% off discount
"Latest from a must have series"
Game
Programming
Gems 7



"Cutting-edge graphics techniques"
GPU Pro 3


"Newest AI techniques from commercial games"
AI Game
Programming
Wisdom 4


Mechanical
Stealth BLANK Keys
Das Keyboard
$133 at Amazon.com
Show everyone you're a BAD ASS!
Bad Ass
Unique Abyss LED Watch
Abyss LED Touchscreen Watch
TOTALLY BLACK CENTER

See how it works
On sale 40% off
Cool Camping Gear
Camping Gadgets
Steampunk Gadgets
Steampunk Decor
Gifts for Teenage Girls
Teenage Girl Bedroom Ideas


Home