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  12 December 2004
picture this:

Let's say I know nothing whatsoever(which is the case).

What should I know before I even begin thinking about shader programming or lights and such, non renderer specific. Is it just math, is it a certain programming language convention, what is it that I would be using day to day?

I think this is the place to ask, but correct me if I'm wrong. I went to renderman academy, and I think it's good. But usually don't think myself to be good enough(at lighting and rendering) to be employed by company's using renderman, I myself use Brazil for instance, many other people use MentalRay with Maya or Max. There must also be shading conventions on standard 3d apps, what do they use, writing a standard max shader will also work for Brazil imo.

Thanks guys for starting this section of cgtalk. I would never have found out enough on my own, except for school, which would keep it marginal, there aren't many clear answers yet for me.

//the ( and ) indicate edits//
modelling practice #1

Last edited by jmBoekestein : 02 February 2005 at 12:09 AM.
  01 January 2005
-> good and easy start for 2d games/programms
  03 March 2005
I've started getting into the OpenGL Shading Language. As a result I'll have some GLSL links here:

(more as I get them)

Life is too short to work a job you hate.
Opinions presented DO NOT represent those of my employer.
"This place smells like boy!" ~RebeccaK
  05 May 2005

do not have any purpose...
edited by Hunturk

Last edited by Hunturk : 07 July 2012 at 07:53 PM.
  06 June 2005
Pen-and-ink source code

Hi there...
I am looking for pen-and-ink source code in C++ to transform any 2D image into pen-and-ink style? Is there any link that would help me?
  06 June 2005
Non-Photorealistic Rendering

For your NPR needs:

Life is too short to work a job you hate.
Opinions presented DO NOT represent those of my employer.
"This place smells like boy!" ~RebeccaK
  09 September 2005
Peter Shirley's Papers

Game Programming Wiki

Computer graphics @ Wikipedia

CGReelBlog ( )

Last edited by donVITO : 09 September 2005 at 07:16 PM.
  09 September 2005
Thumbs up

A new animation program project

  10 October 2005
Question any Maya API Resources...

Im new to CGsociety & new to Maya API. I have done 1 exporter plugin & 1 bricks texture node for maya. Im trying to write more complex texture nodes. what type of algorithm should i use in the compute method? should i use mathematical equations (like equation of straight lines, curves or circles). is there any example source or websites or books.

I also have gone through the cell-shader (3d texture node example) given along with maya devkit, is there any more examples like that on web?

Is there any specific thread for MAYA API?

pls suggest me.
  11 November 2005
guys, give a shot. they have an entire set of training videos for C++ game programming and OpenGL in-depth! you'll be foolish enough not to visit that website and be a member of it.
  11 November 2005
Not-language, but technical related.

Many times there are people here looking for methods on how to do something, but not necessarily in a particular language. In this case its often helpful to find the research paper on the subject. With this in mind...

hope this is helpful,
Life is too short to work a job you hate.
Opinions presented DO NOT represent those of my employer.
"This place smells like boy!" ~RebeccaK
  12 December 2005 - talks about the OGLs graphics pipeline, where shaders fit in, and just how to setup and use glsl. The tutorials and examples use OGL function of pre-OpenGL 2.0, but if you've ever used extensions, you'll know how to setup the 2.0 extensions, if not, the bump mapping tutorial from NeHe ( shows you. - a few articles about OGL or graphics in general. If your just starting out, read "Phong for Dummies." - phong lighting and specular highlights; might be useful .
Silly rabbit, tricks are for kids.

In the year 4016...
  01 January 2006
My renderman professor created the site: which touches on renderman, tcl, mel, c, shake scripting, etc.

he also has created a very powerful text editor "cutter" which is updated constantly.
  02 February 2006
the SDK for porgramming for Project Dogwaffle

We have an SDK for developers who want to turn their existing applications into Dogwaffle plugins, or who want to make new filters and plugins from scratch.

The Lua Scripting frontend is a great example.

Others have taken their standalone application and made them 'talk' with Dogwaffle.

Project Dogwaffle runs on the PC as an active-X server. If you write a VB project it will take just one line of code to 'connect' and then you can grab and exchange data with dogwaffle.

It's a great framework for experimenting with your alogs and math for new fx.

Some have used Powerbasic, Delphi, C with a wrapper...

Examples of third-party plugins:

Happy waffling!
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