Game Development

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Real depth in OpenGL / GLSL - Before I Forget...
Real depth in OpenGL / GLSL - Before I Forget...
So, many places will give you clues how to get linear depth from the OpenGL depth buffer, or visualise it, or other things. This, however, is what I believe to be the definitive answer: This link http://www.songho.ca/opengl/gl_projectionmatrix.html gives a good run-down of the projection matrix, and
·web.archive.org·
Real depth in OpenGL / GLSL - Before I Forget...
Toon Shader – Version II » Lighthouse3d.com
Toon Shader – Version II » Lighthouse3d.com
GLSL has access to part of the OpenGL state. In this tutorial we’ll see how to access the color as set in an OpenGL application with glColor. GLSL has an attribute variable where it keeps tra…
·lighthouse3d.com·
Toon Shader – Version II » Lighthouse3d.com
gamedevmap
gamedevmap
·gamedevmap.com·
gamedevmap
common 3D materials parameters
common 3D materials parameters
In order to achieve the greatest version of ourselves we must understand completely what goes inside our bodies. Our food must be researched and developed accordingly.
·nicoptere.net·
common 3D materials parameters
graphics - What are the practical differences when working with colors in a linear vs. a non-linear RGB space? - Stack Overflow
graphics - What are the practical differences when working with colors in a linear vs. a non-linear RGB space? - Stack Overflow
What is the basic property of a linear RGB space and what is the fundamental property of a non-linear one? When talking about the values inside each channel in those 8 (or more) bits, what changes?...
·stackoverflow.com·
graphics - What are the practical differences when working with colors in a linear vs. a non-linear RGB space? - Stack Overflow
OPUS - Interactive Terrain Rendering: Towards Realism with Procedural Models and Graphics Hardware - Dachsbacher, Carsten
OPUS - Interactive Terrain Rendering: Towards Realism with Procedural Models and Graphics Hardware - Dachsbacher, Carsten
The photo-realistic reproduction of natural terrains is a classical challenge in computer graphics and the interactive display of non-trivial landscapes is only possible with recent graphics hardware. The reasons for this are the vast amount of data due to geometric detail of the terrain, vegetation and further objects, but also the inherent complexity of natural phenomena that are necessary to achieve convincing results. Realistic terrain rendering also has to consider the complex lighting conditions due to atmospheric scattering and further aspects such as the rendering of waterbodies and cloudscapes. One focus of this dissertation are procedural models for terrain elevation and texturing. They can either be used to create completely artificial, realistic landscapes, mimic real terrains by guiding the models with real-world data or augment acquired data with additional procedural detail. By this, we can reproduce natural scenes with the advantage of a compact procedural description. Another emphasis is placed on the interactive rendering of such terrains including specifically tailored level-of-detail methods and lighting computations for terrains and rendering techniques for complex plant models. We introduce a set of novel techniques and algorithms that address the aforementioned problems and achieve results in real-time with photo-realistic image quality using programmable graphics hardware. In particular, we propose new algorithms for a data-guided height field creation, realistic terrain surface texture generation, a novel level-of-detail method for terrain rendering and hardware friendly, efficient point-based rendering and splatting techniques. We also provide a comprehensive presentation of underlying theories and related work to put our work in perspective of the research area.
·opus.ub.uni-erlangen.de·
OPUS - Interactive Terrain Rendering: Towards Realism with Procedural Models and Graphics Hardware - Dachsbacher, Carsten
unity - Algorithm for creating spheres? - Game Development
unity - Algorithm for creating spheres? - Game Development
Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positi...
·gamedev.stackexchange.com·
unity - Algorithm for creating spheres? - Game Development