Perspective shadow maps
OpenGL 101: Drawing primitives - points, lines and triangles | Solarian Programmer
Introduction to OpenGL primitives points, lines and triangles
Installation Guide Linux :: CUDA Toolkit Documentation
The installation instructions for the CUDA Toolkit on Linux.
CodeXL – GPUOpen
Professional Compute content is moving elsewhere.
developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf
Inigo Quilez :: fractals, computer graphics, mathematics, demoscene and more
Articles on computer graphics, math and art
www.upvector.com/?section=Tutorials&subsection=Intro to Procedural Textures
Gamasutra: Jayelinda Suridge's Blog - Modelling by numbers: Part One A
An introduction to procedural geometry. Part 1A: The plane. Procedural geometry is geometry modelled in code. Instead of building 3D meshes by hand using art so
Tutorial 16 : Shadow mapping
Free tutorials for modern Opengl (3.3 and later) in C/C++
Learning to Love your Z-buffer.
opengl - Getting the true z value from the depth buffer - Stack Overflow
Sampling from a depth buffer in a shader returns values between 0 and 1, as expected.
Given the near- and far- clip planes of the camera, how do I calculate the true z value at this point, i.e. the
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
[GeeXLab] How to Visualize the Depth Buffer in GLSL – Geeks3D
How to Visualize the Depth Buffer in GLSL.
OpenGL - How to access depth buffer values? - Or: gl_FragCoord.z vs. Rendering depth to texture - Stack Overflow
I want to access the depth buffer value at the currently processed pixel in a pixel shader.
How can we achieve this goal? Basically, there seems to be two options:
Render depth to texture. How ca...
playdeadgames/temporal: Temporal Reprojection Anti-Aliasing for Unity 5.0+
Temporal Reprojection Anti-Aliasing for Unity 5.0+ - GitHub - playdeadgames/temporal: Temporal Reprojection Anti-Aliasing for Unity 5.0+
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…
Inigo Quilez :: fractals, computer graphics, mathematics, demoscene and more
Articles on computer graphics, math and art
Conservative Morphological Anti-Aliasing (CMAA) - March 2014 Update | Intel® Developer Zone
The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original
svn.harmoniagamestudio.com/ggj2014/Chroma/src/Project/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset3.shader
Texturing and Lighting with OpenGL and GLSL3D Game Engine Programming
In this article I will demonstrate how to apply lighting and 2D textures to your 3D models using OpenGL and GLSL.
Object Files (.obj)
SMAA: Enhanced Subpixel Morphological Antialiasing
Wavefront .obj file - Wikipedia, the free encyclopedia
Practical, Dynamic Visibility for Games - Self Shadow
Reproducing the color of real world light
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.
Blinn–Phong shading model - Wikipedia, the free encyclopedia
GLSL Versions · mattdesl/lwjgl-basics Wiki · GitHub
:wrench: LibGDX/LWJGL tutorials and examples. Contribute to mattdesl/lwjgl-basics development by creating an account on GitHub.
Multisampling - OpenGL.org
opengl - sRGB textures. Is this correct? - Stack Overflow
I've recently been reading a little about sRGB formats and how they allow the hardware to automatically perform colour correction for typical monitors. As part of my reading, I see that you can si...