Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)
Leap Motion: Touchless Hand Tracking Controller
Leap Motion
Touchless Hand Tracking
GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
OpenGL 3.1
Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines

Posts Tagged ‘water’


NVIDIA GameWorks OpenGL Samples v1.2

2 comments - What do you think?  Posted by JeGX - 2014/07/02 at 21:08

Categories: OpenGL, Programming   Tags: , , , , , , , ,

NVIDIA OpenGL Samples
Compute Particles Sample

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Raytraced Water Simulation (WebGL)

13 comments - What do you think?  Posted by JeGX - 2011/08/18 at 20:44

Categories: WebGL   Tags: , , , , ,

WebGL, Water simulation

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Crysis 2 Direct3D 11 Effects Overview

13 comments - What do you think?  Posted by JeGX - 2011/06/28 at 15:05

Categories: Microsoft DirectX, Video Games   Tags: , , , , , , , ,



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GPU-Based Smoothed Particle Hydrodynamics With CUDA

Be the first to comment - What do you think?  Posted by JeGX - 2010/08/07 at 09:41

Categories: NVIDIA CUDA, Programming, tech demo   Tags: , , , , , , , ,




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GeForce GTX 480 Direct3D 11 Tessellation Demos Details

2 comments - What do you think?  Posted by JeGX - 2010/03/17 at 16:04

Categories: Microsoft DirectX, tech demo   Tags: , , , , , , ,

GeForce GTX 480 Direct3D 11 Tessellation - hair rendering
Hair rendering with D3D11 tessellation


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Practical Fluid Dynamics: Part 1

2 comments - What do you think?  Posted by JeGX - 2008/07/02 at 17:55

Categories: Programming   Tags: , , , , , ,

In this technical article originally printed in Game Developer magazine, Neversoft co-founder Mick West looks at how to efficiently implement fluid effects – from smoke to water and beyond – in video games, with example code.

Read the part 1 HERE.