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Don’t get left behind

Do you want to know what the latest trends are in game development? Do you have a fear of being left behind in the game dev industry because you don’t know what such n’ such a technique is? Is there something you can do to make sure you’re not left behind in the dust?  There …Continue reading

Engine Update 001

I’m in the process of redoing my “testing” engine. I hope to make it robust, scalable, modular, while supporting a lot of other different technologies. This is the start of it using D3D9, but don’t worry, I’ll eventually port it over to d3d11. I’m going to skip 10 though. I have lots of things in …Continue reading

Books I’ve read in 2009

4/5 – Advanced Lighting and Materials with Shaders Discusses a ton of different BRDF’s that I never knew existed. This book is really book and meant for advanced graphics programmers. There are a couple of things I dislike about the book: 1) Math formulas are glazed over and never really discussed, so you have to …Continue reading

Free Books Online

CG TutorialGPU GemsGPU Gems 2GPU Gems 3ShaderX SeriesGameDev.net D3D Book The 3D Graphics PipelineLinkers and Loaders

Graphics Pipeline

This article is simply a reference for the standard graphics pipeline. Sometimes I forget what happens in what space. I know it’s pretty crappy, maybe I’ll redo it one day to make it nice and neat.

Graphics

Publications http://faculty.cs.tamu.edu/keyser/papers.html http://www.uni-koblenz.de/~ritschel/ http://graphics.cs.williams.edu/papers/ http://kesen.huang.googlepages.com/ http://www.kunzhou.net/ http://graphics.stanford.edu/~kayvonf/research/index.html http://graphics.stanford.edu/papers http://mrelusive.com/ http://www.mpi-inf.mpg.de/~ritschel/ http://artis.imag.fr/Publications/ http://iquilezles.org/ http://grail.cs.washington.edu/pub/ http://graphics.cs.berkeley.edu/papers/ Chris Bloom’s Misc Graphics Articles ATI / AMD Publications nVidia Publications Tutorials Drunken Hyena Riemer’s XNA Tutorials Paul’s Projects NEHE – OpenGL Tutorials Flip Code’s Ray Tracing Tutorial Misc ATI Developer nVidia Developer GameDev.net Graphics Section GameDev.net DirectX Section Game Institute …Continue reading

Conferences and Presentations

High Dynamic Range

Description: This is a DirectX application that I developed that is highly based off of the directX sdk sample. It implements glare/bloom, crosses/stars, blue shift, tone mapping, & light adaptation. Date: 2009 Features: Tone mapping Light Adaptation Blue Shift Stars / Crosses Glare / Bloom Platform: PC Requirements: None Controls: None Download: None Screen Shots:

Deferred Shading

Description: This is a DirectX application where I implemented deferred shading. Essentially it renders the scene to a G-Buffer where is stores normals, color, position, depth, & lighting information to different render targets. Then, you can combine them any way you want. This has the added benefit in that you don’t have to loop through …Continue reading

Precomputed Radiance Transfer – Spherical Harmonics Lighting

Description: This is a DirectX application that I developed using Precomputed Radiance Transfer (PRT) and Spherical Harmonics (SH) in order to implement a form of Global Illumination (GI). The two screen shots show the scene using a directional light source and a cube map as a light source. Date: 2009 Features and Notes: Self Shadowing …Continue reading

Prerendered 3D Projects

Description: A chess set. Modeled in 3DS Max. A close up of the chess set. A castle that I modeled based off of blueprints. Untextured wire frame. Modeled in 3DS Max. A Deathwurm. Not textured. Modeled in 3DS Max. A level for Unreal Tournament 2003. Modeled using UnrealEd. A 3 story building on my school’s …Continue reading

Ray Tracer

Description:This is a ray tracer that I implemented in one of my CS classes at DigiPen. There are a lot more features I would like to add to this ray tracer to make it faster and have more interesting effects. Date: 2008 Features: Sphere, Box, Ellipsoid, Polygon intersection routines Attenuation Antialiasing Techniques: Uniform Supersampling, Jittered, …Continue reading

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