Graphics
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 …
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 …
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 …
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 …
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 …
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, …
