In this article I will attempt to explain the concept of Quaternions in an easy to understand way. I will explain how you might visualize a Quaternion as well as explain the different operations that can be applied to quaternions. I will also compare applications of matrices, euler angles, and quaternions and try to explain when you would want to use quaterions instead of Euler angles or matrices and when you would not.
In this article I will demonstrate how to implement a basic lighting model using the Cg shader language. If you are unfamiliar with using Cg in your own applications, then please refer to my previous article titled Introduction to Shader Programming with Cg 3.1.
This article is an updated version of the previous article titled Transformation and Lighting in Cg. In this article, I will not use any deprecated features of OpenGL. I will only use the core OpenGL 3.1 API.
In this article I will introduce the reader to shader programming using the Cg shader programming language. I will use OpenGL graphics API to communicate with the Cg shaders. This article does not explain how use OpenGL. If you require an introduction to OpenGL, you can follow my previous article titled Introduction to OpenGL.
In this article, I will explain how to use the ARB_vertex_buffer_object extension to efficiently render geometry in OpenGL.
If you are not sure how to use extensions in OpenGL, you can refer to my previous article titled OpenGL Extensions. If you have never programmed an OpenGL application before, you can refer to my previous article titled Introduction to OpenGL.
In this article I will talk about OpenGL extensions. Every extension is defined by an extension specification. I will explain how to read the extension specification so that you will know how to use the extensions. I will also show how you can check for the existence of extensions and how to initialize extensions in your own source code. I will show how you can use GLEW to query and use extensions with very little extra effort.
I assume the reader is familiar with the C++ programming language. If you want to know how to start programming in OpenGL, refer to my previous article titled Introduction to OpenGL.
In this article I will provide a brief introduction to OpenCL. OpenCL is a open standard for general purpose parallel programming across CPUs, GPUs, and other programmable parallel devices. I assume that the reader is familiar with the C/C++ programming languages. I will use Microsoft Visual Studio 2008 to show how you can setup a project that is compiled with the OpenCL API.
In this article I will discuss how you can use OpenGL textures and buffers in a CUDA kernel. I will demonstrate a simple post-process effect that can be applied to off-screen textures and then rendered to the screen using a full-screen quad. I will assume the reader has some basic knowledge of C/C++ programming, OpenGL, and CUDA. If you lack OpenGL knowledge, you can refer to my previous article titled Introduction to OpenGL or if you have never done anything with CUDA, you can follow my previous article titled Introduction to CUDA.
In this article, I will introduce the different types of memory your CUDA program has access to. I will talk about the pros and cons for using each type of memory and I will also introduce a method to maximize your performance by taking advantage of the different kinds of memory.
I will assume that the reader already knows how to setup a project in Microsoft Visual Studio that takes advantage of the CUDA programming API. If you don’t know how to setup a project in Visual Studio that uses CUDA, I recommend you follow my previous article titled [Introduction to CUDA]
In this article, I will show how to implement projective shadow mapping in OpenGL using Cg shaders.
The basis of this post comes from the article titled [Transformation and Lighting in Cg]. I will assume the reader has a basic understanding of OpenGL and already knows how to setup an application that uses OpenGL. If you require a refresher on setting up an application using OpenGL, you can refer to my previous article titled [Introduction to OpenGL for Game Programmers].
I will take advantage of a few OpenGL extensions such as GL_ARB_framebuffer_object to create a offscreen framebuffer to render to and and GL_ARB_texture_border_clamp for clamping to the border color of the projective textures.
In this article, I will discuss a technique called normal mapping. Normal mapping is a shader technique that encodes pre-computed surface normals in a texture that can be used to add extra detail to a surface without the requirement of adding extra geometry. Before reading this article, you should have a basic understanding of OpenGL and you should know how to setup a Cg shader. For a review on OpenGL, you can refer to my previous article titled [Introduction to OpenGL for Game Programmers] and to learn how to incorporate Cg shaders in your own applications, you can refer to my article titled [Introduction to Cg Runtime with OpenGL].