Graphics programming resources.

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

REPLY TO THREAD
 
Thread Tools Search this Thread Display Modes
  06 June 2004
Graphics programming resources.

Hey guys, as requested, here is the sticky thread for graphics programming resources/tutorials.

I'll get things going by posting a few of the obvious(maybe?) ones:

http://www.opengl.org/
http://www.gamedev.net/
http://nehe.gamedev.net/
http://www.flipcode.com/
http://www.rendermanacademy.com/
 
  06 June 2004
The web site for the book Real-Time Rendering has a TON of great links to all kinds of graphics info.


www.realtimerendering.com/
 
  06 June 2004
Mathematics:

Wolfram's Mathworld.
MIT's OpenCourseWare Linear Algebra class. 35 video lectures. Good Stuff.

GPU programming:

Nvidia's Developer Site. Links to Cg SDK and various shader programs.
ATI's Rendermonkey Shader IDE.
GPGPU.org. Website with links to general GPU programming ideas/issues.
CGshaders.com

OpenGL:

Open GL programming guide v1.1. Old but good.
JOGL. Java's implementation of OpenGL.

Rendering/Game Engines
O.G.R.E. Object-Oriented Graphics Rendering Engine. Written in C++, good design, shader support.
 
  06 June 2004
not really "graphics" but still 3D related.

http://www.ode.org/

open source and pretty good dynamics engine, quite a few commercial tools are based on it even if many companies don't like to admit it
__________________
Come, Join the Cult http://www.cultofrig.com - Rigging from First Principles
 
  06 June 2004
Compilers/Debuggers/Assemblers/Utilities:
http://protools.cjb.net/

There's a link above for the Borland 5.5 Compiler, and if
this is your bag, then you might like to go here for free
IDE's for it:
http://personal.sirma.bg/Jogy/bcc55.html

If you want an integrated IDE and compiler and you're
using C/C++ then you can't beat Bloodshed Dev-C++ -
it's the best for free you're gonna find - oh, and it's
also got an OpenGL template:
http://www.bloodshed.net/devcpp.html

There's a usefull forum dedicated to this at:
http://sourceforge.net/forum/forum....&forum_id=48211
If you're a noobie it explains some cool things to get you started
(read the faq), such as how to keep your console window open
so you can see that wonderfull 'hello 3D World' proggie you
just wrote/copied ;-)

Once you cracked that, you may like to check out the OpenGL/GLUT
tutorial here, also:
http://sourceforge.net/forum/forum....&forum_id=48211
This is based around the Bloodshed IDE which comes with the mingw
compiler as standard though you can install other compilers to use with it
should you wish (can't remember which it supports now).

Hope this helps....

btw, search this very forum, this question has been asked and answered
very well several times before. It's a goldmine.
Now all you gotta do is find the gold...
 
  06 June 2004
For example:

http://www.cgtalk.com/showthread.php?s=&threadid=110698

A lot of very usefull programming information just in this one thread.
 
  09 September 2004
so you're working with MS Visual Studio and don't know how to do....?

the MSDN Library is your friend
 
  11 November 2004
Originally Posted by constructure: If you want an integrated IDE and compiler and you're
using C/C++ then you can't beat Bloodshed Dev-C++ -
it's the best for free you're gonna find - oh, and it's
also got an OpenGL template:
http://www.bloodshed.net/devcpp.html

Once you cracked that, you may like to check out the OpenGL/GLUT
tutorial here, also:
http://sourceforge.net/forum/forum....&forum_id=48211
This is based around the Bloodshed IDE which comes with the mingw
compiler as standard though you can install other compilers to use with it
should you wish (can't remember which it supports now).

Hope this helps....

btw, search this very forum, this question has been asked and answered
very well several times before. It's a goldmine.
Now all you gotta do is find the gold...
I initially had problems getting GLUT libraries to link correctly with Bloodshed IDE. It turns out to be a problem with the compiler MinGW and the commonly used GLUT lib file. I had to download an alternate version of GLUT. It took a bit of effort to find the info using Google, so hopefully other people can avoid this problem.

Get the GLUT for MinGW here:
http://mywebpage.netscape.com/PtrPck/glut.htm


Last edited by Ryan-B : 11 November 2004 at 07:14 PM.
 
  12 December 2004
You can find links to many helpful technical papers, presentations, demos and source code at the ATI developer's website: http://www.ati.com/developer
 
  12 December 2004
true

http://www.ode.org/

open source and pretty good dynamics engine, quite a few commercial tools are based on it even if many companies don't like to admit it
__________________

Reality can be beaten with enough imagination.
----------------------------------------------------------------------
 
  12 December 2004
humm

I initially had problems getting GLUT libraries to link correctly with Bloodshed IDE. It turns out to be a problem with the compiler MinGW and the commonly used GLUT lib file. I had to download an alternate version of GLUT. It took a bit of effort to find the info using Google, so hopefully other people can avoid this problem.
__________________

Reality can be beaten with enough imagination.
----------------------------------------------------------------------
 
  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.
 
  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...

www.thebest3d.com/dogwaffle/sdk

Examples of third-party plugins:
www.thebest3d.com/dogwaffle/3rdpartyplugins

Happy waffling!
 
reply share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 07:47 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.