AMD TressFX: new Hair Rendering Technology
Categories: Game Development Tags: AMD, directcompute, gaming, hair, rendering, tressfx

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GDC 2012: NVIDIA Tech Demo Walkthrough
Categories: tech demo Tags: destruction, fracture, fur, gdc 2012, NVIDIA, particle, physics, rendering
ClusterGL: Spread OpenGL over Multiple Machines
Categories: Linux, OpenGL Tags: clustergl, Equalizer, Linux, macosx, opengl, parallel, rendering, wiregl

(Book Review) Practical Rendering and Computation with Direct3D 11
Categories: Books, Reviews Tags: book, computation, crc press, d3d11, direct3d 11, dx11, Jack Hoxley, Jason Zink, Matt Pettineo, rendering, review

Astonishing Real-Time Skin Rendering (based on SSSSS)
Categories: Game Development Tags: game development, rendering, scattering, screen-space, skin, sss, sssss, subsurface

Skin rendering, SSSSS enabled
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Crysis 2 (CryEngine 3) Key Rendering Features
Categories: Game Development Tags: cryengine 3, crysis 2, deferred, hdr, lighting, rendering, Tiago Sousa

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Overview of Modern Real-Time Rendering Techniques
Categories: Game Development Tags: 3d, dof, gamdev, game development, hbao, particle, realtime, rendering, ssao, tessellation

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Terrain Rendering Demo With Perlin Noise, SSAO and SSDM
Categories: NVIDIA CUDA, OpenGL, tech demo Tags: cg, cuda, demo, opengl, perlin noise, ray casting, rendering, shader, ssao, ssdm, terrain

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[SIGGRAPH 2010] Screen Space Fluid Rendering for Games
Categories: Game Development, Microsoft DirectX Tags: fluid, game development, rendering, screen-space, sph

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Gore: Rendering Wounds in Left 4 Dead 2
Categories: Game Development, Video Games Tags: blood, left 4 dead 2, Programming, rendering, wound

Left 4 Dead 2 – Lower back wounds

Left 4 Dead 2 – Half body wounds
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Real Time Hair Rendering on the GPU
Categories: Game Development, Microsoft DirectX, Programming Tags: 3d graphics, game development, gpu, hair, NVIDIA, Programming, real-time, rendering
NVIDIA has published a new presentation from SIGGRAPH2008 about real time hair rendering on the GPU.
















