# Tag Archives: Programming

# Forward vs Deferred vs Forward+ Rendering with DirectX 11

In this article, I will analyze and compare three rendering algorithms:

- Forward Rendering
- Deferred Shading
- Forward+ (Tiled Forward Rendering)

# Introduction to DirectX 11

In this article, I will introduce the reader to DirectX 11. We will create a simple demo application that can be used to create more complex DirectX examples and demos. After reading this article, you should be able to create a DirectX application and render geometry using a simple vertex shader and pixel shader.

# Introduction to CUDA 5.0

In this article, I will introduce the reader to CUDA 5.0. I will briefly talk about the architecture of the Kepler **GPU** (**G**raphics **P**rocessing **U**nit) and I will show you how you can take advantage of the many **CUDA** (**C**ompute **U**nified **D**evice **A**rchitecture) cores in the **GPU** to create massively parallel programs.

# Scripting in Unity

In this article, I will introduce you to scripting in Unity 3.5. Unity is a powerful game editor that only limits you to what you can imagine. Scripting is where the magic happens which will bring your games to life. I assume the reader is familiar the Unity interface, if not you can refer to my previous article titled Introduction to Unity (https://www.3dgep.com/?p=3246).

This article is intended for designers and artists who have no previous programming experience. For this reason, I will go into details about JavaScript syntax that the experienced programmer may find boring.

# Introduction to Unity 3.5

# Understanding Quaternions

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 quaternions instead of Euler angles or matrices and when you would not.

# Transformation and Lighting in Cg 3.1

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.

# Introduction to Shader Programming with Cg 3.1

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.

# OpenGL Extensions

**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.