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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: Shaders


Vertex Shader Tesselation

Holger Gruen
GPU Pro 3

Implementing Fur in Deferred Shading

Donald Revie
GPU Pro 2

Shader Based Water Effects

Joe Davis and Ken Catterall
GPU Pro 2

Shader Amortization using Pixel Quad Message Passing

Eric Penner
GPU Pro 2

Optimised Shaders for Advanced Graphical User Interfaces

Ken Catterall
ShaderX7

The SuperShader

Morgan McGuire
ShaderX4

GLSL Shader Debugging with GLIntercept

Damian Trebilco
ShaderX4

Recombinant Shaders

Dominic Filion (Artificial Mind & Movement)
Game Programming Gems 5

Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping

Michael Bunnell (NVIDIA Corporation)
GPU Gems 2

Per-Pixel Displacement Mapping with Distance Functions

William Donnelly (University of Waterloo)
GPU Gems 2

Deferred Shading in STALKER

Oles Shishkovtsov (GSC Game World)
GPU Gems 2

Implementing the Mental Images Phenomena Renderer on the GPU

Martin-Karl Lefrançois (mental images)
GPU Gems 2

Blueprint Rendering and "Sketchy Drawings"

Marc Nienhaus and Jürgen Döllner (University of Potsdam)
GPU Gems 2

Efficient Soft-Edged Shadows Using Pixel Shader Branching

Yury Uralsky (NVIDIA Corporation)
GPU Gems 2

Pipeline Integration with FX Composer

Chris Maughan (NVIDIA)
PDF available, NVIDIA GDC Presentations

Creating Real Shaders with FX Composer

Kevin Bjorke (NVIDIA)
PDF available, NVIDIA GDC Presentations

Depth of Field: A Survey of Techniques

Joe Demers (NVIDIA)
GPU Gems

The Design of FX Composer

Christopher Maughan (NVIDIA)
GPU Gems

Using FX Composer

Christopher Maughan (NVIDIA)
GPU Gems

An Introduction to Shader Interfaces

Matt Pharr (NVIDIA)
GPU Gems

Converting Production RenderMan Shaders to Real-Time

Steve Marshall (Sony Pictures Imageworks)
GPU Gems

Leveraging High-Quality Software Rendering Effects in Real-Time Applications

Alexandre Jean Claude and Marc Stevens (Softimage)
GPU Gems

Integrating Shaders into Applications

John O’Rorke (Monolith Productions)
GPU Gems

Real-Time Halftoning: Fast and Simple Stylized Shading

Bert Freudenberg, Maic Masuch, Thomas Strothotte (University of Magdeburg)
Game Programming Gems 4

Fast Sepia Tone Conversion

Marwan Y. Ansari (ATI Research)
Game Programming Gems 4

Deforming of Mesh Objects Using HLSL

Christian Kleinhuis
ShaderX3

Morphing Between Two Different Objects

Ronny Burkersroda
ShaderX3

Silhouette Geometry Shaders

Jörn Loviscach
ShaderX3

GLSL Real-Time Shader Development

Natalya Tatarchuk and Bill Licea-Kane
ShaderX3

Dot3 Cel Shading

Ron Barbosa
ShaderX3

Detail Texture Motion Blur

Shawn Hargreaves
ShaderX3

Animation and Display of Water

Stefano Lanza
ShaderX3

A Practical Analytic Model for Daylight with Shaders

Marco Spörl
ShaderX3

RenderMonkey: An Effective Environment for Shader Prototyping and Development

Natalya Tatarchuk (ATI Research)
ATI Technology Papers & Presentations (SIGGRAPH 2004).

Procedural Shaders: A Feature Animation Perspective

Hector Yee (PDI/DreamWorks), David Hart (PDI/DreamWorks), Arcot J. Preetham (ATI Research) (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

Direct3D Shader Models (GDC2004 D3D Tutorial)

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

Deferred Shading (GDC2004 D3D Tutorial)

Shawn Hargreaves (Climax)
ATI Technology Papers & Presentations (GDC 2004).

Half-Life 2 / Valve Source Shading (GDC2004 D3D Tutorial)

Gary McTaggart (Valve Software)
ATI Technology Papers & Presentations (GDC 2004).

Advanced Depth of Field

Thorsten Scheuermann (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

Shader Development using RenderMonkey

Natalya Tatarchuk
ShaderX2

Tips for Creating Shader-Friendly 3D Models

Gim Guan Chua
ShaderX2

Vertex Decompression using Vertex Shaders Part 2

Dean Calver
ShaderX2

Using lookup tables in vertex shaders

Carsten Wenzel
ShaderX2

Terrain Geomorphing in the Vertex Shader

Daniel Wagner
ShaderX2

Cloth Animation with Pixel and Vertex Shader 3.0

Kristof Beets
ShaderX2

Collision Shaders

Takashi Imagire
ShaderX2

Layered Car Paint Shader

Chris Oat, Natalya Tatarchuk, John Isidoro
ShaderX2

Motion Blur Using Geometry and Shading Distortion

Natalya Tatarchuk, Chris Brennan, John Isidoro, Alex Vlachos
ShaderX2

Stereoscopic Rendering in Hardware using Shaders

Thomas Rued
ShaderX2

Software Vertex Shader Processing

Dean Macri
ShaderX2

x86 Shaders - ps_2_0 Shaders in Software

Nicolas Capens
ShaderX2

SoftD3D - A software only implementation of Microsoft's Direct3D API

Oliver Weichhold
ShaderX2

Named Constants in Shader Development

Jeffrey Kiel
ShaderX2

Advanced Image Processing with DirectX 9 Pixel Shaders

Jason L. Mitchell, Marwan Y. Ansari and Evan Hart
ShaderX2

Shader Abstraction

Tom Forsyth
ShaderX2

Shaders under Control (Codecreatures Engine)

Oliver Hoeller
ShaderX2

Shader Integration in the Gamebryo Graphics Engine

Scott Sherman, Dan Amerson, Shaun Kime, and Tim Preston
ShaderX2

Vertex Shader Compiler

David Pangerl
ShaderX2

Shader Disassembler

Jean-Sebastian Luce
ShaderX2

Antialiasing for Bump Maps and a Fast Normalization Trick

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

Pixel Shader Optimizations for Terrain Rendering

Kenny Mitchell (Electronic Arts)
Graphics Programming Methods

Implementing A Fixed Function Shader in HLSL

Pedro V. Sander (ATI Research)
ATI Technology Papers & Presentations

A Programmable Vertex Shader Compiler

Adam Lake (Intel Labs)
Game Programming Gems 3
Abstract: This article discusses the implementation of a compiler for programmable vertex shaders. Provided with the article is a full implementation of a simple vertex shader compiler. It also contains documentation on how to create a workspace for building compilers and an example that compiles the OpenGL lighting equation into a DirectX vertex shader. To give a practical foundation for this article, we are focusing on the vertex shader implementation in DirectX8. Future implementations might vary, but the framework and infrastructure we provide should still be applicable.

Rendering with Handcrafted Shading Models

Jan Kautz (Max-Plank-Institut für Informatik)
Game Programming Gems 3
Abstract: This article proposes a simple technique called normal distribution function (NDF) shading. It allows an artist to handcraft shading models, with the shape and color of highlights simply stored in bitmaps. The technique uses per-pixel shading, and can also be used in conjunction with bump mapping. Anisotropic shading models can also be created.

Introduction to Vertex and Pixel Shader Programming

Wolfgang F. Engel
ShaderX

Basic Shader Development with Shader Studio

John Schwab
ShaderX

Vertex Decompression using Vertex Shaders

Dean Calver
ShaderX

Shadow Volume Extrusion using a Vertex Shader

Chris Brennan
ShaderX

Character Animation with Direct3D Vertex Shaders

David Gosselin
ShaderX

Optimizing Software Vertex Shaders

Kim Pallister
ShaderX

Compendium of Vertex Shader Tricks

Scott Le Grand
ShaderX

Perlin Noise and Returning Results from Shader Programs

Steven Riddle and Oliver C. Zecha
ShaderX

Image Processing with Pixel Shaders in Direct3D

Jason L. Mitchell
ShaderX

Hello World - Font Smoothing with Pixel Shaders

Steffen Bendel
ShaderX

Disc or Sphere - Emulate Geometry with Shaders - Impostors

Steffen Bendel
ShaderX

Smooth Lighting with ps.1.4

Steffen Bendel
ShaderX

Photo Realistic Faces with Vertex and Pixel Shaders

Kenneth L. Hurley
ShaderX

Non-Photorealistic Rendering with Pixel and Vertex Shaders

Drew Card and Jason L. Mitchell
ShaderX

Animated Grass with Pixel and Vertex Shaders

John Isidoro and Drew Card
ShaderX

A Non-Integer Power Function on the Pixel Shader

Philippe Beaudoin and Juan Guardado
ShaderX

Cartoon Rendering: Real-time Silhouette Edge Detection and Rendering

Carl S. Marshall (Intel Architecture Labs)
Game Programming Gems 2
Abstract: Silhouette detection and rendering is a key component for adding a stylized look to 3D cartoon rendering. The basic concept of silhouette edge detection is to find the important edges that depict the outline of a model. Many cartoon animators illustrate these silhouettes by tracing a black outline around the borders of a model. This cartoon rendering article describes several silhouette edge detection techniques: an edge-based detection method, a programmable vertex shader technique, and an advanced texturing technique. The advantages and disadvantages of each technique are highlighted.

Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders

Adam Lake (Intel Architecture Labs)
Game Programming Gems 2
Abstract: The techniques described in this article take advantage of modern real-time graphics capabilities, including texture mapping and programmable vertex shading. The basic idea is to simulate a limited color palette using textures. To do this, we modify the standard diffuse shading equation to create a highlight and shadow color, and use these colors to create a small texture map for each material to be used as a lookup table at runtime. Additionaly, these techniques require no additional markup information from the artist - this article describes the creation of the texture maps and texture coordinates for each material.

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