Normal Mapping with Cg and OpenGL

NormalMapping

NormalMapping

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].

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Environment Mapping with Cg and OpenGL

Environment Mapping with Cg

Environment Mapping

In this article I will demonstrate an effect called Environment Mapping. Environment mapping attempts to simulate the effect of reflective or refractive surfaces in a shader rasterizer. I assume the reader has a basic understanding of OpenGL and Cg. If you require an introduction in OpenGL, you can refer to my article titled [Introduction to OpenGL for Game Programmers]. And for an introduction to Cg, you can refer to my article titled [Introduction to Cg Runtime with OpenGL].
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GPU Skinning of MD5 Models in OpenGL and Cg

Bob with Lamp (GPU Skinning)

Bob with Lamp (GPU Skinning)

This tutorial builds upon the previous article titled [Loading and Animating MD5 Models with OpenGL]. It is highly recommended that you read the previous article before following this one. In this tutorial, I will extend the MD5 model rendering to provide support for GPU skinning. I will also provide an example shader that will perform the vertex skinning in the vertex shader and do per-fragment lighting on the model using a single point light. For a complete discussion on lighting in CgFX, you can refer to my previous article titled [Transformation and Lighting in Cg].
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Transformation and Lighting in Cg

Spotlight Shader Effect

Spotlight Shader Effect

In this article I will demonstrate how to implement a basic lighting model using the Cg shader language. In this article, I assume the reader is familiar with the OpenGL graphics API and how to setup an application that uses OpenGL. If you want to see how you can setup an application that can be used to do OpenGL graphics rendering, you can refer to my previous article titled [Introduction to OpenGL for Game Programmers].

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