RenderingPipeline

from geometry to pixels

Literature

Happy Birthday Phong Shading

This month kind of marks the birthday of two very influential techniques in computer graphics: Phong Shading and the Phong Lighting Model. Both were published in the paper “Illumination for Computer Generated Pictures” 40 years ago in the Communications of the ACM in June 1975. While Bui Tuong Phong published his works also in his PhD […]

 

, , , , ,

Book Review: OpenGL Insights

OpenGL Insights edited by Patrick Cozzi and Christophe Riccio is collection of 44 articles about modern OpenGL programming, techniques and related topics. The articles itself account for 653 full colored pages, so each ‘insight’ is a compact portion of knowledge. This book does not only cover (desktop) OpenGL: 35 chapters are dealing with this API while […]

 

, , , , ,

Intel Ivy Bridge documents released

Intel has released there documents describing the HD 2500 and HD 4000 graphics chips embedded in the Ivy Bridge processors. I updated my Low-Level GPU Documents collection and moved it from a blog post to a seperate page. Thanks Intel for these detailed and up-to-date information!

 

, ,

Book Review: GPU Pro, GPU Pro 2, GPU Pro 3

The GPU Pro book series is some kind of unofficial successor of the quite good ShaderX series. Both are edited by Wolfgang Engel and both are focused on real-time graphics programming. The first book of this series, GPU Pro, came out 2010 and presents 41 articles on 706 pages (not counting the author introduction at […]

 

, , , , , , , ,

Learning OpenGL

Back in the days when I started with OpenGL the question where to start was often answered in the same way: Get a copy of the Redbook and/or look at the NeHe Tutorials. Since then OpenGL has moved on but these ressources not so much. The Redbook covers also more modern OpenGL but still starts […]

 

, , , , ,

Low-Level GPU Documentation

NOTE: As this document is growing, I moved it to a seperate page. Click here to get to the most recent version. Old content: While programming graphics applications means programming against an API that abstracts us from the actual hardware (OpenGL, Direct3D), it can still be interesting to dig a bit deeper. Having a good […]

 

, , , , , , ,

GPU Gems

The full GPUGems series is online for some time now and even if the first parts are getting a bit outdated, it’s still fun to read in them. You can always find some interesting bits there. For some strange reasons the second book is split by chapter without an index – or it’s just me […]

 

,