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Reflections and Refraction in Raytracing
Bram de Greve
10-14-2004


Creating a Scalable Console System with STL
Facundo Matias Carreiro
10-08-2004


Accelerated Stencil Shadow Extrusion via Vertex Blending
Christian Sch�ler
11-11-2003


Light Mapping - Theory and Implementation
Keshav Channa
07-21-2003


Fast Approximate Distance Functions
Rafael Baptista
06-27-2003


Managing Unit Actions
Marcin Citowicki
04-14-2003


Frustum Culling
Dion Picco
04-01-2003


An Exceptional Model
Patrick Kooman
02-10-2003


SkinnedMesh DPlay Maze
Phil Taylor
01-17-2003


Modular D3D SkinnedMesh
Phil Taylor
01-16-2003


Pixel Shader 2.0 Example
Ben Landon
01-07-2003


C++ Coding Style
Albert Sandberg
01-01-2003


Simple Terrain Occlusion Culling
Dion Picco
12-10-2002


CVS Quick Start Guide
Albert Sandberg
11-26-2002


Adding Plug-ins To Your Application
Garret Foster
11-23-2002


Five Ways I Improved My Coding Workflow
Morgan McGuire
10-10-2002


ATI Mojo Day 2002: San Francisco
Max McGuire
10-01-2002


Billboarding
Tomas Akenine-M�ller and Eric Haines
09-16-2002


Building A Game On Your Own
Nate Miller
06-20-2002


Object Outlining
Max McGuire
05-06-2002


Win32 Window Skinning
Vander Nunes
03-05-2002


Interfacing Visual Basic And C++
Nicholas Skapura
03-04-2002


Strayfire: Writing A “Simple” Game
Kurt Miller
01-14-2002


Game Institute Review
Alex Tchernychov
01-09-2002


Modeling a Simple Spaceship
Max Shelekhov
11-16-2001


Geometry Skinning / Blending and Vertex Lighting
Keshav B. Channa
09-21-2001


NURBS Curves & Surfaces
Vincent Prat
09-05-2001


A Small, Portable 3D Engine
Richard Garand
08-21-2001


Being A Better Programmer
Danny Burbol
08-06-2001


ROAM Implementation Optimizations
Yordan Gyurchev
07-24-2001


Advanced 2D Graphics With DirectX8
Brand Gamblin
07-10-2001


A 2D Guide To DirectX 8 Graphics
Jay Watkins
06-13-2001


Generating Terrain Textures
Yordan Gyurchev
05-31-2001


Terrain Texture Generation
Tobias Franke
04-30-2001


Polygon Tessellation In OpenGL
Martin Estevao
04-04-2001


Faster Vector Math Using Templates
Tomas Arce
03-22-2001


Advanced Lightmapping
Luke Hodorowicz
03-12-2001


Elements Of A Game Engine
Luke Hodorowicz
03-05-2001


Faster File Access With File Mapping
Hern�n Moraldo
01-31-2001


Generating Names Phonetically
Jim Adam
12-12-2000


Getting Inside With Inner Classes
Saad Faisal
12-11-2000


Fast Terrain Rendering Using Geometrical MipMapping
Willem H. de Boer
10-31-2000


Coding Bloom Filters
Mark Fischer
09-11-2000


Decals Explained
Nate Miller
08-29-2000


C++ Exception Handling
Denton Woods
08-08-2000


The Half-Edge Data Structure
Max McGuire
08-07-2000


Reducing Dependencies In C++
Gaz Iqbal
08-01-2000


Using Inheritance And Virtual Functions
Alex Tchernychov
07-13-2000


Console Variables And Commands
Gaz Iqbal
07-11-2000


Doing Your Own Lighting
Sam Barham
07-10-2000


Introduction To Pl�cker Coordinates
Thouis Jones
06-23-2000


Quake 2 BSP File Format
Max McGuire
06-07-2000


How To Find Memory Leaks
Dion Picco
05-23-2000


BeOS Programming For The Beginner
John Kenneth Grytten
04-13-2000


Advanced OpenGL Texture Mapping
Nate Miller
04-03-2000


Basic Collision Detection
Kurt Miller
01-21-2000


Level Editing
Luke Hodorowicz
09-27-1999


Sky Domes
Tim Smith
09-20-1999


Back Projections
Eugene Eisenstein
09-16-1999


8-bit Rendering With Translucency Maps
Justin Wilder
08-21-1999


Lightmaps (Static Shadowmaps)
Kurt Miller
08-16-1999


Improving Software Performance
Tim Smith
07-26-1999


Omnidirection Point Lights
Tim Smith
06-29-1999


Thoughts On Visibility Determination
Jacco Bikker
06-16-1999


Advanced Management Of Polygonal Data
Jacco Bikker
04-16-1999


Introduction To Octrees
Jaap Suter
04-13-1999


Mesh Optimization Via Face Merging
Tim Smith
04-08-1999


Real-time Object Morphing
Jeroen Bouwens
03-28-1999


Vertex Normals
Kurt Miller
03-10-1999


Adding Extreme Detail To Polygons
Jacco Bikker
03-05-1999


Casting Shadows
Jacco Bikker
03-03-1999


Voxel Polygons
Jacco Bikker
02-19-1999


Mip-Mapping (Including Bi-Directional)
Jacco Bikker
01-13-1999


Dynamic Lighting In 3D Scenes
Jacco Bikker
01-13-1999


Real-time 3D Bumpmapping
Jacco Bikker
01-13-1999


Real-time 3D Clipping (Sutherland-Hodgeman)
Jacco Bikker
01-13-1999


The Coverage Buffer (C-Buffer)
Jacco Bikker
01-13-1999


Bilinear Filtering (Interpolation)
Jacco Bikker
01-13-1999


Method for Curved Surfaces
Jacco Bikker
01-13-1999


Creating And Using DLLs
Kurt Miller
01-09-1999


Working With Menus And Dialog Boxes
Kurt Miller
12-23-1998


Introduction To Basic Multithreaded Programming
Viasil
12-20-1998


Introduction To Windows Programming
Kurt Miller
12-12-1998





Featured Article Series & Columns:



Raytracing Topics & Techniques by Jacco Bikker


Raytracing Topics & Techniques - Part 7: Kd-Trees and More Speed
11-23-2004


Raytracing Topics & Techniques - Part 6: Textures, Cameras and Speed
11-10-2004


Raytracing Topics & Techniques - Part 5: Soft Shadows
11-05-2004


Raytracing Topics & Techniques - Part 4: Spatial Subdivisions
10-26-2004


Raytracing Topics & Techniques - Part 3: Refractions and Beer’s Law
10-13-2004


Raytracing Topics & Techniques - Part 2 - Phong, Mirrors and Shadows
10-06-2004


Raytracing Topics & Techniques - Part 1 - Introduction
09-29-2004




3D Graphics on Mobile Devices by Jacco Bikker


3D Graphics on Mobile Devices - Part 4: Polygon Rasterization
09-03-2003


3D Graphics on Mobile Devices - Part 3: Polygon Graphics
08-24-2003


3D Graphics on Mobile Devices - Part 2: Fixed Point Math
08-16-2003


3D Graphics on Mobile Devices - Part 1: Voxel Graphics
08-08-2003




3D Geometry Primer: Chapter 2 by Bram de Greve


3D Geometry Primer: Chapter 2 - Issue 04 - Cartesian Equations and Normal Vectors
10-01-2002


3D Geometry Primer: Chapter 2 - Issue 03 - Planes and Parametric Equations
09-13-2002


3D Geometry Primer: Chapter 2 - Issue 02 - Appendix
09-03-2002


3D Geometry Primer: Chapter 2 - Issue 02 - More About Lines
09-03-2002


3D Geometry Primer: Chapter 2 - Issue 01 - Appendix
08-26-2002


3D Geometry Primer: Chapter 2 - Issue 01 - Points And Lines
08-26-2002




Pl�cker Coordinates for the Rest of Us by Lionel Brits


Pl�cker Coordinates for the Rest of Us - Part 4 - Applications
11-15-2001


Pl�cker Coordinates for the Rest of Us - Part 3
11-15-2001


Pl�cker Coordinates for the Rest of Us - Part 2
11-15-2001


Pl�cker Coordinates for the Rest of Us - Part 1
11-15-2001




Programming a Virtual File System by Michael Walter


Programming a Virtual File System - Part III
10-29-2001


Programming a Virtual File System - Part II
08-22-2001


Programming a Virtual File System - Part I
07-05-2001




Too Fast To Be Fun by Jacco Bikker


Too Fast To Be Fun - Part 2 - PDA Programming
02-08-2001


Too Fast To Be Fun - Part 1
01-22-2001




Advanced String Techniques in C++ by Fredrik Andersson


Advanced String Techniques in C++ - Part II: A Complete String Class
09-08-2000


Advanced String Techniques in C++ - Part I: Unicode
08-28-2000




3D Geometry Primer: Chapter 1 by Bram de Greve


3D Geometry Primer: Chapter 1 - Issue 10 - Addendum: What I Didn’t Tell You (Yet)
10-16-2000


3D Geometry Primer: Chapter 1 - Issue 09 - Barycentric Combinations
10-09-2000


3D Geometry Primer: Chapter 1 - Issue 08 - Point Arithmetic
10-02-2000


3D Geometry Primer: Chapter 1 - Issue 07 - From Vectors To Points
09-25-2000


3D Geometry Primer: Chapter 1 - Issue 06 - New Light On Vector Arithmetic
09-18-2000


3D Geometry Primer: Chapter 1 - Issue 05 - 3D Space: Righthanded Rules, And More…
09-11-2000


3D Geometry Primer: Chapter 1 - Issue 04 - Vector Bases
09-04-2000


3D Geometry Primer: Chapter 1 - Issue 03 - More On Vector Arithmetic
08-28-2000


3D Geometry Primer: Chapter 1 - Issue 02 - Vector Arithmetic
08-21-2000


3D Geometry Primer: Chapter 1 - Issue 01 - Introduction To Vectors
08-14-2000


3D Geometry Primer: Chapter 1 - Appendix
08-14-2000


3D Geometry Primer: Chapter 1 - Introduction
08-14-2000




DirectShow For Media Playback In Windows by Chris Thompson


DirectShow For Media Playback In Windows - Part III: Customizing Graphs
09-13-2000


DirectShow For Media Playback In Windows - Part II: DirectShow In C++
08-12-2000


DirectShow For Media Playback In Windows - Part I: Basics
07-28-2000




Theory & Practice by Greg Magarshak


Theory & Practice - Issue 06 - Event Handling Model
09-11-2000


Theory & Practice - Issue 05 - Landscapes
07-05-2000


Theory & Practice - Issue 04 - Curved Surfaces, Part II
06-07-2000


Theory & Practice - Issue 03 - Curved Surfaces
05-31-2000


Theory & Practice - Issue 02 - Collision Detection - Part 2
05-24-2000


Theory & Practice - Issue 01 - Collision Detection
05-17-2000


Theory & Practice - Issue 00 - Introduction
05-17-2000




Dirtypunk’s Column by Conor Stokes


Dirtypunk’s Column - Issue 05 - AABB Trees - Back To Playing With Blocks
03-19-2002


Dirtypunk’s Column - Issue 04 - View Independent Progressive Meshes
08-08-2000


Dirtypunk’s Column - Issue 03 - Visibility Theory
04-05-2000


Dirtypunk’s Column - Issue 02 - Line Dualities: Plucker Space And You
03-16-2000


Dirtypunk’s Column - Issue 01 - Hardware Rendering Optimizations
03-07-2000




Multithreading by Dan Royer


Multithreading - Part 2
02-28-2000


Multithreading - Part 1
02-21-2000




Realtime Voxel Landscape Engines by Alex Champandard


Realtime Voxel Landscape Engines - Part 8 - Final Words
02-21-2000


Realtime Voxel Landscape Engines - Part 7 - The Engine
02-21-2000


Realtime Voxel Landscape Engines - Part 6 - Hardware Acceleration
02-21-2000


Realtime Voxel Landscape Engines - Part 5 - Quality Improvement
02-21-2000


Realtime Voxel Landscape Engines - Part 4 - Level of Detail and Optimisation
02-21-2000


Realtime Voxel Landscape Engines - Part 3 - Texture and Lighting
02-21-2000


Realtime Voxel Landscape Engines - Part 2 - Rendering the Landscape’s Structure
02-21-2000


Realtime Voxel Landscape Engines - Part 1 - Introduction
02-21-2000




Cool, It Works! by Warren Marshall


Cool, It Works! - Issue 05 - 32-Bit GL Textures & Log Files
11-09-1999


Cool, It Works! - Issue 04 - Handling Textures & Effects
10-06-1999


Cool, It Works! - Issue 03 - Files, Texture Effects, Coronas, & More
09-09-1999


Cool, It Works! - Issue 02 - Linked Lists, Overloading Operators, Sprites, & More
09-01-1999


Cool, It Works! - Issue 01 - Introduction
08-25-1999




The Art of Demomaking by Alex Champandard


The Art of Demomaking - Issue 16 - The Final Product
12-08-1999


The Art of Demomaking - Issue 15 - Music And Synchronization
11-29-1999


The Art of Demomaking - Issue 14 - Perspective Correct Texture Mapping
11-22-1999


The Art of Demomaking - Issue 13 - Polygon Engines
11-15-1999


The Art of Demomaking - Issue 12 - Span Based Rendering
11-08-1999


The Art of Demomaking - Issue 11 - Particle Systems
11-01-1999


The Art of Demomaking - Issue 10 - Roto-Zooming
10-25-1999


The Art of Demomaking - Issue 09 - Static Texture Mapping
10-18-1999


The Art of Demomaking - Issue 08 - Fractal Zooming
10-11-1999


The Art of Demomaking - Issue 07 - Bump Mapping
10-04-1999


The Art of Demomaking - Issue 06 - Bitmap Distortion
09-27-1999


The Art of Demomaking - Issue 05 - Filters
09-20-1999


The Art of Demomaking - Issue 04 - Per Pixel Control
09-13-1999


The Art of Demomaking - Issue 03 - Timer Related Issues
09-06-1999


The Art of Demomaking - Issue 02 - Introduction To Computer Graphics
08-30-1999


The Art of Demomaking - Issue 01 - Prologue
08-23-1999




Network Game Programming by Dan Royer


Network Game Programming - Issue 07 - I bent my Wookie…
08-25-1999


Network Game Programming - Issue 06 - Talk about things you like to do…
08-05-1999


Network Game Programming - Issue 05 - Watch your Language
07-28-1999


Network Game Programming - Issue 04 - cServer? I barely know her!
07-14-1999


Network Game Programming - Issue 03 - cClient. cClient run
07-07-1999


Network Game Programming - Issue 02 - cComm one, cComm all
06-23-1999


Network Game Programming - Issue 01 - Things that make you go “hmm…”
06-16-1999




Radiosity In English by Paul Nettle


Radiosity In English - Form Factor Calculation
06-03-1999


Radiosity In English - The Basics
05-20-1999




Implementing A Scripting Engine by Jan Niestadt


Implementing A Scripting Engine - Part 9 - Advanced Subjects
08-12-1999


Implementing A Scripting Engine - Part 8 - Executable Code
07-30-1999


Implementing A Scripting Engine - Part 7 - The Virtual Machine
07-09-1999


Implementing A Scripting Engine - Part 6 - Optimization
06-25-1999


Implementing A Scripting Engine - Part 5 - The Semantic Checker & Intermediate Code Generator
06-08-1999


Implementing A Scripting Engine - Part 4 - The Symbol Table & Syntax Tree
05-28-1999


Implementing A Scripting Engine - Part 3 - The Parser
05-21-1999


Implementing A Scripting Engine - Part 2 - The Lexical Analyzer
05-14-1999


Implementing A Scripting Engine - Part 1 - Overview
05-07-1999




Harmless Algorithms by Edward Kmett


Harmless Algorithms - Issue 04 - A Hybrid Approach to Visibility
02-19-2001


Harmless Algorithms - Issue 03 - Design Patterns And 3D Gaming
01-26-2000


Harmless Algorithms - Issue 02 - Scene Traversal Algorithms
04-30-1999


Harmless Algorithms - Issue 01 - Fine Occlusion Culling Algorithms
04-09-1999




Building a 3D Portal Engine by Jacco Bikker


Building a 3D Portal Engine - Issue 17 - End Of Transmission
04-23-1999


Building a 3D Portal Engine - Issue 16 - More On Portals
04-16-1999


Building a 3D Portal Engine - Issue 15 - Space Partitioning, Octrees, And BSPs
04-09-1999


Building a 3D Portal Engine - Issue 14 - 3D Engine Architecture
04-02-1999


Building a 3D Portal Engine - Issue 13 - More Portal Features
03-26-1999


Building a 3D Portal Engine - Issue 12 - Collision Detection (Guest Writer)
03-19-1999


Building a 3D Portal Engine - Issue 11 - 3D Portal Rendering
03-12-1999


Building a 3D Portal Engine - Issue 10 - Intermezzo - 8/15/16/32 Bit Color Mixing
03-05-1999


Building a 3D Portal Engine - Issue 09 - 2D Portal Rendering
02-26-1999


Building a 3D Portal Engine - Issue 08 - Polygon Filling
02-19-1999


Building a 3D Portal Engine - Issue 07 - 2D & 3D Clipping: Sutherland-Hodgeman
02-12-1999


Building a 3D Portal Engine - Issue 06 - Hidden Surface Removal
02-05-1999


Building a 3D Portal Engine - Issue 05 - Coding A Wireframe Cube
01-29-1999


Building a 3D Portal Engine - Issue 04 - Data Structures For 3D Graphics
01-22-1999


Building a 3D Portal Engine - Issue 03 - 3D Matrix Math
01-15-1999


Building a 3D Portal Engine - Issue 02 - Graphics Output Under Windows
01-08-1999


Building a 3D Portal Engine - Issue 01 - Introduction
01-01-1999

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