Interview with Sebastian DeGuy. We discuss how small the textures can actual get, whether procedural textures can compare with textures in games like Crysis and much more
a compilation of Michael's writings on assembly language and graphics programming (including Dr. Dobb's Journal "Graphics Programming" column).Focus is on profiling and code testing, as well as performance optimization.
takes a two-dimensional image and creates a three-dimensional "fly around" model, giving the viewers access to the scene's depth and a range of points of view.
Author Daniel Sanchez-Crespo outlines a core programming curriculum every game designer should be well versed in. Code samples use C++, and the OpenGL and DirectX APIs.
Shadowing is a key component for convincing, solid-looking rendering. Whether hard or soft, physically correct or perceptually satisfying, NVIDIA has been at the forefront of real-time shadowing technology. This page collects some of the shadow-related presentations and white papers created in recent years by NVIDIA developers.