3D computer graphics can be divided into three basic phases: Modeling, Scene layout and Rendering. In the modeling phase, the 3d objects are created. The Scene layout phase involves the distribution of those objects, defining colors and textures, placing lights and adjusting cameras. The Rendering process is the final step of creating the actual 2D representation from the previously setup 3d scene. This process requires a large amount of prcessor power and sometimes is distributed over a network of computers normally called "Render Farm" where each machine renders only a part of an image. The resources in this section will show you how to master the exciting world of 3d rendering and animation and 3d game programming.
Newest 3d programming tutorialsSort this listing by: Date | Popularity | Alphabetically |
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Building a Hand in Rhinoceros
Tutorial on building a hand with trimmed NURBS.
Author: Jeremy Birn | Visits: 290 |
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Adding Realistic Rivers to Random Terrain
Discusses a method for adding rivers to randomly generated terrain that adds a realistic touch.
Author: GameDev | Visits: 355 |
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Box Filtering Height Maps for Smooth Rolling Hills
Explains how to remove the sharp edges in height maps using a simple convolution filter.
Author: GameDev | Visits: 393 |
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Fast Computation of Terrain Shadow Maps
Covers the lighting and shadowing aspects of terrain rendering.
Author: GameDev | Visits: 564 |
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Terrain Geomorphing in the Vertex Shader
This article, excerpted from the upcoming ShaderX2 - Shader Programming Tips and Tricks, discusses the implementation a fast terrain renderer which works optimally with current 3D hardware.
Author: GameDev | Visits: 447 |
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The Second Life of Brute Force Terrain Mapping
The article describes how advances in 3D hardware have benefitted terrain mapping algorithms. With the current state of technology, the brute force has become, in some situations, a realistic alternative to modern CLOD mapping.
Author: GameDev | Visits: 349 |
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Collision Detection
Covers the bounding rectangles and pixel-perfect approaches to collision detection, including an argument for testing against a single pixel in some cases.
Author: GameDev | Visits: 217 |
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Collision Detection Algorithm
TANSTAAFL throws his hat into the ring with a straightforward method using bitmasks.
Author: GameDev | Visits: 370 |
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Creating a PAK File Format
Demonstrates one way of organising all your game related media files in to a single "PAK", or resource, file.
Author: GameDev | Visits: 627 |
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Loading and displaying .X files without DirectX
Detailed description of the .X file format, including how to load and animate it without DirectX.
Author: GameDev | Visits: 500 |
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