It’s nice to use #ifdef’s in an OpenGL* shader. This allows a shader file do things like contain a vertex shaders and pixel shaders in the same file.
An intuitive, if not perfect, way to control eyeballs.
Demonstrates how a Structure of Arrays organization of data makes it easier to get a performance benefit from SIMD
Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
UV mapping is the process of manipulating a 3D mesh’s texture coordinates (U and V) to work with a 2D image, used as a texture. This tutorial describes how to create UVs for characters in Maya.
An absolutely critical area of 3D scene creation is the proper use of lighting and rendering techniques. This tutorial covers the mechanics of lighting and how to incorporate the language of light into your 3D scenes.
This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
This article on lighting & rendering covers describes how to achieve various lighting effects in Softimage. Includes adjusting ambience, animating lights, adding atmospheric effects, use of caustics, and refraction through a medium such as glass.