Game Rendering is a site dedicated to the hard challange to render fantastic and beautiful 3D games. It's a blog mixed with articles, code snippets and links to interesting papers and techniques that's useful while developing 3D game renderers.

Owner: GameRendering

Listed in: Games

Language: English

Tags: game rendering, game development, graphics programming, 3d, directx

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Latest Blog Posts for Game Rendering

  • Position ReconstructionThere are many occasions when the fragment position in world space needs to be reconstructed from a texture holding the scene depth (depth texture). One example of use is in deferred rendering when trying to decrease memory usage by not saving the po...
  • Render Thickness
    on Jan 1, 1970
    In [1] they describe a clever way of rendering the thickness of an object in a single pass. The method only correctly works for convex objects but this limitation isn't that bad, the method can often be used to get the approximated thickness of conca...
  • Normal Mapped Billboards
    on Jan 1, 1970
    This technique doesn't actually invent something new. It's just a combination of normal mapping and billboards to realistically lit particle systems. It has been used successfully in many games to fake volumetric smoke. The movie below shows an exa...
  • Texture Atlas
    on Jan 1, 1970
    Texture atlas [1][2] is a technique to group smaller textures into a larger texture. This decreases the number of state switches [3] a renderer needs to do and therefore often increases performance. Texture atlases have been used for a long time in...
  • Great free graphics programming books!
    on Jan 1, 1970
    Here is a list of good books that all graphics programmer's should read. They are a little dated now, but FREE!                      Feel free to mention in the comments if you know other free books online.
  • VPOS
    on Jan 1, 1970
    Starting with DirectX Pixel Shader Model 3.0 there exist an input type called VPOS. It's the current pixels position on the screen and it's automatically generated. This can be useful when sampling from a previously rendered texture when rendering an...
  • Welcome to Game Rendering!
    on Jan 1, 1970
    While developing games I've been collecting lots of links to useful pages and as they increased in amount I needed some way to organize them. I realized that they might be useful for others too so I decided to create a simple website with the links a...
  • Fluid Simulation and Rendering
    on Jan 1, 1970
    For effects like smoke or water, a fluid simulation and rendering approach is needed. There are currently two popular methods for this: Simulate the fluid on the CPU and send the result as particles to the GPU for rendering as billboards. This is...
  • Soft Particles
    on Jan 1, 1970
    The aim with soft particles is to remove the ugly artifact that appears when the particle quad intersects the scene. There are a lot of different approaches to solve this, some more complicate than others. The simplest formula for soft particles is t...
  • Instanced Billboards
    on Jan 1, 1970
    In DirectX9, one can use instanced billboards to render lots of particles with good performance. Since we presume all particles to be billboards constructed from two triangles forming a quad, by using instancing, we can reuse this geometry data (only...
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