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Programming Techniques Documents Sorted by Last Update

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NameDescriptionUpdatedTypeMinimum GPU
Bindless Graphics TutorialBindless Graphics refers to a set of incremental changes to OpenGL that will enable orders of magnitude improvement in the CPU-limitedness of graphics applications. 4/1/2009Effects ,
Programming Techniques
pdf fileFast Texture Downloads and Readbacks using Pixel Buffer Objects in OpenGL9/28/2005Performance ,
Programming Techniques
GDCE 2005 PresentationsPresentations from GDCE 2005.9/7/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Iron Developer 2005 PresentationsPresentations from Iron Developer 2005 at CEDEC 20059/7/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
NVIDIA OpenGL Extension SpecificationsThis page lists the OpenGL extensions specifications that NVIDIA supports.8/18/2005Programming Techniques
SIGGRAPH 2005 PresentationsPresentations from SIGGRAPH 20058/10/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Perfect Kitchen Art 2005 PresentationsPresentations from Perfect Kitchen Art 2005 in Beijing, China.8/2/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
NVIDIA OpenGL 2.0 Support6/23/2005Programming Techniques
An Introduction to GPU Image ProcessingThis whitepaper describes the basic methods of GPU usage for image processing and provides useful pointers to documentation, demo programs, and other developer tools.5/23/2005Programming Techniques
Non-Power-of-Two MipmappingHow to create non-power-of-two mipmaps.4/29/2005Programming TechniquesGeForce 256
I3D 2005 PresentationsPresentations from I3D 2005 (the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games)4/11/2005Performance ,
Architecture ,
Effects ,
Programming Techniques
Floating-Point SpecialsThis paper describes when floating-point specials are generated in various stages of a modern GPU pipeline, and discusses methods for handling and protecting against these situations.2/18/2005Programming TechniquesGeForce FX
NVIDIA OpenGL Texture FormatsSupported texture formats in OpenGL on NVIDIA GPUs.12/14/2004Programming Techniques
NVIDIA GPU Programming GuideThe NVIDIA GPU Programming Guide provides useful advice on how to identify bottlenecks in your applications, as well as how to eliminate them by taking advantage of the Quadro FX, GeForce 7 Series, GeForce 6 Series, and GeForce FX families' features. 11/16/2004Architecture ,
Programming Techniques ,
Performance
GeForce FX
GPU Jackpot 2004 PresentationsPresentations from GPU Jackpot 200411/2/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Bump Map CompressionThis whitepaper discusses the various options for compressing bump maps.10/21/2004Programming Techniques ,
Art Assets
GeForce FX
Eurographics 2004 PresentationsPresentations from Eurographics 20049/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU BBQ 2004 PresentationsPresentations from GPU BBQ 20049/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
China 2004 PresentationsPresentations from Perfect Kitchen Art 2004 in China.9/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Vertex Texture FetchVertex texture fetch allows vertex shaders to read data from textures, and can be used for a number of effects, including displacement mapping, fluid and water simulation, explosions, and more.8/25/2004Architecture ,
Effects ,
Programming Techniques
GeForce 6 Series
SIGGRAPH 2004 PresentationsPresentations from SIGGRAPH 20038/18/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
High Dynamic Range Rendering on the GeForce 6800How to implement high dynamic range, tone mapping, and post processing with GeForce 6 Series GPUs.7/9/2004Programming TechniquesGeForce 6 Series
GeForce 6 Series OpenGL ExtensionsNew OpenGL extensions for GeForce 6 Series GPUs, including NV_vertex_program3, NV_fragment_program2, floating-point filtering and blending, and more.7/9/2004Programming TechniquesGeForce 6 Series
NVPerfHUDLearn about NVPerfHUD, a tool that helps you to monitor and analyze Direct3D application performance in real time.7/9/2004Performance ,
Programming Techniques
GeForce 6 Series
Deferred ShadingLearn about deferred shading, including advantages, implementation details, G-buffers, and more.7/9/2004Programming TechniquesGeForce 6 Series
Shadow ConsiderationsStrategic considerations when using shadows to achieve optimal performance and image quality.7/9/2004Programming TechniquesGeForce 6 Series
Presentations from 6800 Leagues Under the Sea Presentations from 6800 Leagues Under the Sea7/9/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Best Practices for Shader Model 3.0 How to use new Shader Model 3.0 features effectively.
7/9/2004Performance ,
Programming Techniques
GeForce 6 Series
Mipmapping Normal MapsThis paper explores how to eliminate the common problem of strobing/sparkling noise due to aliasing of specular highlights.6/21/2004Programming Techniques ,
Effects
GDC 2004 PresentationsPresentations from the Game Developers Conference 20043/29/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU Gems ShowcaseHow to render atmopheric effects such as rainbows and fogbows, blood that crawls on surfaces and responds to gravity, and simulate water using the vertex texture fetch functionality in next-generation hardware.

3/24/2004Effects ,
Programming Techniques
GeForce FX
Advanced OpenGL Tutorial IntroductionA quick introduction, including a brief history of OpenGL.
3/23/2004Programming Techniques
The OpenGL Shading Language on NVIDIA HardwareAn overview of NVIDIA's OpenGL Shading Language support, as well as several useful supplementary features.
3/23/2004Programming Techniques
OpenGL 2.0 UpdateAn update on the status of OpenGL 2.0 and several key extensions.3/23/2004Programming Techniques
New NVIDIA OpenGL ExtensionsNew extensions that take advantage of "Shader Model 3.0" features, as well as floating point filtering and blending.3/23/2004Programming TechniquesGeForce 6 Series
GPGPU: Beyond GraphicsNew applications for the GPU as it grows more powerful.
3/23/2004Programming TechniquesGeForce FX
All About AntialiasingAn overview of antialiasing, as well as modern problems and solutions.
3/22/2004Programming Techniques
GPU-Assisted Rendering TechniquesNew rendering techniques that take advantage of Shader Model 3.0 features, as well as floating point filtering and blending.3/22/2004Effects ,
Programming Techniques
GeForce 6 Series
GDC 2005 PresentationsPresentations from the 2005 Game Developers Conference.3/15/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Normalization HeuristicsThis paper takes a detailed scientific approach to answer the question: "When is cube map normalization faster than the normalize function?"2/28/2004Programming Techniques
Using Vertex Buffer ObjectsThis whitepaper explains what vertex buffer objects (VBOs) are, and how to use them.2/27/2004Programming Techniques
PresentationsRecent presentations at developer events and conferences.2/18/2004Performance ,
Architecture ,
Effects ,
Programming Techniques ,
Art Assets
ChinaJoy 2004 PresentationsPresentations from ChinaJoy 20042/12/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
Introduction to 3D Graphics for GamesA quick high-level introduction to the world of 3D graphics and how GPUs work.
2/10/2004Programming Techniques
AGDC 2003 PresentationsPresentations from AGDC 20031/27/2004Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU Gems 2GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation is hard bound, approximately 880 pages, and in full color throughout, with over 300 diagrams and screenshots. It was a 2005 Game Developer Magazine Front Line Award finalist in 2005, and was the best-selling book at GDC 2005. 1/18/2004Art Assets ,
Architecture ,
Performance ,
Effects ,
Programming Techniques
Fast, Practical, and Robust Shadow VolumesThis paper presents a set of algorithms for rendering shadows using the stencil buffer and the shadow volume technique.11/7/2003Programming Techniques
General FAQA useful collection of frequently asked questions.10/24/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
Iron Developer 2004 PresentationsPresentations from Iron Developer 2004 at CEDEC 200410/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
GPU BBQ 2004Presentations from GPU BBQ 2004 developer event.10/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
European Developers Forum 2004 PresentationsPresentations from the European Developers Forum 2004.10/15/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
XGDX 2003 PresentationsPresentations from XGDX 200310/8/2003Performance ,
Programming Techniques
GDCE 2003 PresentationsPresentations from GDCE 20039/16/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
Device IDsDevice ID values for NVIDIA processors. 9/8/2003Programming Techniques
Hello, Cg! Introductory TutorialThis short whitepaper shows how to set up a simple Cg program, complete with source code in the style of the Cg toolkit.9/8/2003Programming TechniquesGeForce FX
Modern Graphics Engine DesignPractical considerations for designing a modern graphics engine, using a case study approach.
9/6/2003Programming Techniques
SIGGRAPH 2003 PresentationsPresentations from SIGGRAPH 20039/4/2003Performance ,
Architecture ,
Effects ,
Programming Techniques
GDC 2003 PresentationsPresentations from GDC 2003.
9/4/2003Effects ,
Programming Techniques ,
Performance ,
Architecture
Cg: A System for Programming Graphics Hardware in a C-like LanguageThe SIGGRAPH paper presention for Cg, including design and implementation philosophies.7/30/2003Programming TechniquesGeForce FX
Shading at NVIDIAA description of languages, workflow, programming tips, and more, given by Kurt Akeley.7/22/2003Programming Techniques
Data Storage and Transfer in OpenGLKurt Akeley's NVIDIA-U presentation about how data storage and transfer have evolved in OpenGL.
6/26/2003Programming Techniques
The Cg Tutorial: The Definitive Guide to Programmable Real-Time GraphicsThe Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics is a great way to learn about the modern 3D graphics pipeline, shading languages, and the Cg language in particular. This page includes purchasing information, online versions of the book's CD content, supplementary content, and more.3/11/2003Programming Techniques ,
Architecture ,
Performance ,
Effects
GeForce FX
Implementing the Fixed-Function Pipeline using CgThis example shows how to implement common fixed-function pipeline operations using Cg.2/27/2003Effects ,
Programming Techniques
GeForce FX
Cg Runtime TransitionThis document is geared towards developers moving code from the original beta Cg Runtime libraries, to the Release 1.0 enhanced runtime libraries. 12/20/2002Programming TechniquesGeForce FX
The Cg Tutorial BookThe Cg Tutorial, published in March 2003, explains how to implement both basic and advanced techniques for today's programmable GPU architectures.12/20/2002Performance ,
Architecture ,
Effects ,
Programming Techniques
GeForce FX
Cg Language SpecificationThis document contains the complete Cg Language specification.8/22/2002Programming TechniquesGeForce FX
SIGGRAPH 2002: Interactive Geometric Computations Using Graphics Hardware7/22/2002Programming Techniques
Memory Management with VARThis demo illustrates how to implement a simple memory manager for the GL_NV_vertex_array_ range and GL_NV_fence extensions.5/8/2002Performance ,
Programming Techniques
OpenGL Render To TextureThis demo shows the usage of render-to-texture in OpenGL through the WGL_ARB_render_ texture extension.4/3/2002Programming Techniques
OpenGL Render To Depth TextureThis demo shows how to render to depth textures for shadow mapping in OpenGL through the WGL_ARB_render_ texture and WGL_NV_render_ depth_texture extensions.4/3/2002Programming TechniquesGeForce3
GDC2002 -- ContentmentThis presentation was given by Richard Huddy at GDC 2002.3/27/2002Programming Techniques
GDC2002 -- OpenGL MultisampleThis presentation covers using multisample AA in OpenGL.3/27/2002Architecture ,
Programming Techniques
GDC2002 -- Occlusion (HP and NV Extensions)This presentation covers usage of the HP and NV occlusion test extensions in OpenGL.3/27/2002Programming Techniques
GDC2002 -- Vertex Program 1.1 and Texture Shader 3This presentation covers the vertex program 1.1 and texture shader 3 extensions in OpenGL.3/27/2002Architecture ,
Programming Techniques
GeForce3
GDC2002 -- OpenGL Render-to-TextureThis presentation covers using render to texture in OpenGL.
3/27/2002Programming Techniques
GDC2002 -- Hardware-Accelerated Procedural Texture AnimationThis presentation covers generating procedural texture entirely on the GPU.3/27/2002Effects ,
Programming Techniques
GeForce3
GDC2002 -- Extending Textures Beyond Simple PixelsThis presentation covers interesting and novel uses for texturing.3/27/2002Effects ,
Programming Techniques
GDC2002 -- Render-To-Texture CachingThis presentation covers using render-to-texture to cache temporary results, such as for shadowing.3/27/2002Programming Techniques
GDC2002 -- Texture Space On Real ModelsThis presentation covers generating texture space and fixing real-world issues such as mirroring.3/27/2002Programming Techniques
Hardware Shadow MappingThis white paper covers the details behind hardware shadow mapping with implementation details in OpenGL and Direct3D.12/5/2001Effects ,
Programming Techniques
GeForce3
CEDEC 2001 -- Robust Stencil Shadow VolumesThis presentation given by Mark Kilgard at CEDEC 2001 in Japan covers techniques for rendering shadows using stencil. Presentations included in both English and Japanese.9/12/2001Effects ,
Programming Techniques
Frequently Asked GeForce3 QuestionsFrequently asked questions about programming for GeForce3, with a decidedly DirectX 8 slant. Some of the information is API agnostic but, where applicable, specifics will be given with regard to DirectX 8.8/12/2001Performance ,
Architecture ,
Effects ,
Programming Techniques
GeForce3
3D Stereoscopic Development GuideThis guide covers the "Dos and Don'ts" of writing a game that can run in stereo in Direct3D or OpenGL.8/10/2001Programming Techniques
OpenGL 1.3 FeaturesThis presentation covers the new features of OpenGL 1.38/10/2001Programming Techniques
Mathematics of Per-Pixel LightingThis presentation covers the mathematics of per-pixel lighting.8/10/2001Effects ,
Programming Techniques
Using P-Buffers for Off-Screen Rendering in OpenGLThis white paper covers rendering to off-screen pixel buffers in OpenGL.8/9/2001Effects ,
Programming Techniques
Texture Shader Configuration Using NVPARSEThis presentation covers how to use nvparse to setup texture shader programs in OpenGL.7/19/2001Programming TechniquesGeForce3
OpenGL Vertex Programming Crib SheetThis "crib sheet" is a handy reference for writing vertex programs.7/5/2001Programming TechniquesGeForce3
Japanese Presentations, June 2001These two archives contain all lecture and supplemental materials translated into Japanese for NVIDIA's June 2001 Japan Iron Chef developer workshop event. Special thanks go to Saito Michio and Silicon Studio, Japan, for the excellent translations and assistance for the event.6/27/2001Performance ,
Architecture ,
Effects ,
Programming Techniques
Introduction to Vertex ShadersThis white paper covers the basics of vertex shaders in DirectX8, along with how to achieve some interesting effects.5/15/2001Architecture ,
Programming Techniques
Projective Texture MappingThis white paper covers the details of projective texture mapping, along with implementation notes in OpenGL.4/24/2001Effects ,
Programming Techniques
GDC 2001 -- More Advanced Hardware Rendering TechniquesThis presentation covers advanced hardware accelerated lighting techniques in OpenGL.3/27/2001Programming TechniquesGeForce3
Cube MapsThis presentation covers the basics of using cubemaps and OpenGL.3/26/2001Effects ,
Programming Techniques
GeForce 256
GDC 2001 -- Vertex ProgramsThis presentation covers using vertex programs in OpenGL.3/23/2001Programming TechniquesGeForce3
GDC 2001 -- Texture ShadersThis presentation covers using texture shaders in OpenGL.3/23/2001Architecture ,
Programming Techniques
GeForce2
GDC 2001 -- Programmable Texture BlendingThis presentation covers programmable texture blending via register combiners in OpenGL.3/23/2001Programming TechniquesGeForce3
GDC 2001 -- Higher Order SurfacesThis presentation covers the use of higher order surfaces in OpenGL.3/23/2001Programming Techniques ,
Art Assets
GeForce3
GDC 2001 -- Using P-Buffers for Off-Screen RenderingThis presentation cover P-buffers in OpenGL.3/23/2001Programming TechniquesGeForce3
GDC 2001 -- Advanced OpenGL Game DevelopmentThis presentation is an overview of some of the new, advanced OpenGL features.3/23/2001Effects ,
Programming Techniques
GDC 2001 - OpenGL Surfaces with NV_evaluatorsThis presentation covers using higher order surfaces in OpenGL using NV_evaluators.3/23/2001Programming Techniques ,
Art Assets
GeForce3
GDC 2001 -- Automatic Mipmap GenerationThis presentation covers the automatic mipmap generation facilities in OpenGL.3/23/2001Programming Techniques
GDC 2001 -- Shadow TechniquesThis presentation covers a number of shadow techniques.3/23/2001Effects ,
Programming Techniques
GeForce3
GDC 2001 -- DX8 Pixel ShadersThis presentation covers DX8 pixel shaders in detail.3/23/2001Architecture ,
Programming Techniques
GeForce3
GDC 2001 -- Writing Good Vertex ShadersThis presentation covers some advanced techniques for writing good, fast vertex shaders in DX8.3/23/2001Programming TechniquesGeForce3
GDC 2001 -- Efficient AnimationThis presentation covers using DirectX8 for efficient animation.3/23/2001Programming Techniques
GDC 2001 -- Basic Mistakes in Direct3D8A presentation on common basic mistakes in D3D.3/23/2001Programming Techniques
Texture Shaders This presentation covers using texture shaders in OpenGL.3/12/2001Programming TechniquesGeForce3
OpenGL SDK DocumentationThis includes powerpoint presentations and whitepapers on the OpenGL SDK.3/9/2001Performance ,
Effects ,
Programming Techniques
OpenGL Vertex ProgrammingCovers vertex programming under OpenGL using the NV_vertex_program extension.3/6/2001Programming TechniquesGeForce3
Vertex Shader API DifferencesThis presentation details the differences between DirectX 8 Vertex Shaders and OpenGL Vertex Programs.3/6/2001Programming TechniquesGeForce3
Higher Order SurfacesThis presentation details the Higher Order Surface functionality and interface for GeForce3.3/6/2001Architecture ,
Programming Techniques
VAR/Fence: Using Vertex Array Range and FencesThis presentation details the vertex array range and fence extensions, which are necessary to obtain maximum performance on NVIDIA GPUs.3/6/2001Performance ,
Programming Techniques
Implementation of "Missing" Vertex Shader InstructionsA white paper on some common operations which seem "missing" from the vertex shader instruction set, but can be implemented using various combinations of instructions. Includes cross products, cosine, sine, pow, and many more.12/11/2000Programming TechniquesGeForce3
DirectX 8 Graphics OverviewThis presentation covers the new features of DX8 such as streams, index buffers, the new device/resource creation model, etc. It basically details the differences between DX8 and DX7.12/8/2000Architecture ,
Programming Techniques
GeForce3
Introduction to DX8 Pixel ShadersThis presentation covers the differences between DX7-style texture stages and the new DX8 pixel shader pipeline.11/10/2000Architecture ,
Programming Techniques
GeForce3
Advanced Pixel Shader DetailsCovers all pixel shader instructions, and describes their use.11/10/2000Effects ,
Programming Techniques
GeForce3
Introduction to DX8 Vertex ShadersThis presentation covers the basics of vertex shaders including descriptions of every instruction and examples.11/10/2000Architecture ,
Programming Techniques
GeForce3
The Efficient Use of Vertex BuffersThis paper discusses vertex buffer performance issues in-depth and covers common problems along with their solutions.11/1/2000Performance ,
Programming Techniques
BRDF-based LightingThese docs cover using BRDF-based lighting in real-time apps. They begin from the basics ("What is a BRDF?") to actual implementation details. Source code for generation of textures for use with BRDF-based lighting is included.10/30/2000Effects ,
Programming Techniques
Other Web and Print ResourcesList of various resources that can be found either on the web or in print. 9/12/2000Programming Techniques
Anisotropic Texture Filtering in OpenGLAnisotropic texture filtering produces higher image quality for most uses of texturing, and it is very easy to use! This paper describes some of the fundamentals of texture filtering, as well as how to use the OpenGL extension GL_EXT_texture_filter_anisotropic.7/17/2000Effects ,
Programming Techniques
Avoiding 19 Common OpenGL PitfallsThis document covers 19 software pitfalls common to beginning and intermediate OpenGL programmers.7/10/2000Programming Techniques
Vertex BuffersA presentation from GDC2000 on vertex buffers.6/12/2000Programming Techniques
Fun with DX7Presentation from GDC2000 on DX7. Covers common misconceptions about the API.6/12/2000Programming Techniques
Hardware Bump-mapping Choices and ConceptsThis presentation is an overview on the various choices involved in implementing hardware bump-mapping.6/7/2000Effects ,
Programming Techniques
How to Bump Map a Skinned Polygonal ModelAn update of the previous presentation from GDC. This one includes many new diagrams and images and additional information.6/7/2000Effects ,
Programming Techniques
GeForce3
OpenGL Texture Compression/S3TC TutorialThis GLUT example shows how to utilize ARB_texture_compression with EXT_ texture_ compression_ s3tc.5/22/2000Programming Techniques ,
Art Assets
Using texture compression in OpenGLThis article teaches how to use the ARB_texture_compression and EXT_texture_ compression_s3tc extensions.5/22/2000Programming Techniques
Mapping Texels to Pixels in D3DThe use of integral screen and texture coordinates yields ambiguous mappings between texels and pixels.4/25/2000Programming Techniques
A Practical and Robust Bump-mapping TechniqueThe math and source code behind per-pixel bump mapping under OpenGL. Presented as part of GDC 2000.3/24/2000Effects ,
Programming Techniques
An OpenGL Extension SafariOpenGL extensions are GREAT! Volume rendering, point drawing, environment reflections, and alternate ways to modulate your specular are just a few of many usefull extensions.3/17/2000Programming Techniques
Shadow Mapping with Today's OpenGL HardwareShadow Mapping is a powerfull technique for accurate environment and self-shadowing.3/17/2000Effects ,
Programming Techniques
GeForce3
TexGen & The Texture MatrixTexGen and subsequent texture matrix manipulation is used for a variety of rendering effects like reflection, projective shadows, and toon rendering, You can use it for some great effects!3/15/2000Programming Techniques
D3D 7 Vertex LightingA description of how Direct3D calculates lighting for your scene3/15/2000Programming TechniquesGeForce 256
Cube MapsCube maps can be used for much more than environment mapping. Here are a few other ways to use them.3/15/2000Effects ,
Programming Techniques
Tools & Developer ResourcesNVIDIA provides a lot more than great hardware! This presentation outlines the resources we provide to software developers.3/14/2000Programming Techniques
Z BufferingDiscussion of the technique and comparison to W buffering.1/31/2000Programming Techniques
Guard Band ClippingAn efficient hardware feature to avoid a lot of CPU work.1/31/2000Architecture ,
Programming Techniques
Questions & Misconceptions About NVIDIA GPUs and Direct3DThis FAQ addresses some common questions about the GeForce 256 and Direct3D. 1/12/2000Programming TechniquesGeForce 256
Texture AddressingFiltering and HUDs got you down? Maybe this will help.1/6/2000Programming Techniques
Vertex Blending Under DX7 for the GeForce 256Vertex blending is a step beyond basic interconnected rigid bodies and is good for animation.1/5/2000Effects ,
Programming Techniques
GeForce 256
W-Buffering in Direct3DW-buffering is an alternative to Z-buffering and can be used when Z-buffering produces artifacts.1/3/2000Programming Techniques
GL_BumpA great demo of bump mapping in OpenGL sent in by Diego Tartara. Thanks!12/13/1999Effects ,
Programming Techniques
DirectX 7 and Texture ManagementSummer Camp 9911/12/1999Programming Techniques
Technical Brief: 3D Graphics DemystifiedA primer on 3D graphics.11/10/1999Programming Techniques
Technical Brief: What's New With Microsoft DirectX 7Highlights of new features in Microsoft DirectX 7 and how the GeForce 256 takes advantage of them.11/9/1999Architecture ,
Programming Techniques
GeForce 256
Stencil Buffer TutorialTutorial on rendering shadows and reflections with the stencil buffer.11/3/1999Programming Techniques
OpenGL Extensions TutorialTutorial on how to use OpenGL extensions.11/3/1999Programming Techniques
Cube Map OpenGL TutorialExamples of cube map textured scenes are shown demonstrating environment mapping, stable specular highlights, and "bump map" like per-pixel lighting effects.  For programmers, OpenGL's multi-vendor EXT_texture_cube_map extension is described with links to working sample code.11/3/1999Effects ,
Programming Techniques
Texture ManagementTexture Management
Michael Gold
GDC 99
11/3/1999Programming Techniques
Texture Coordinate GenerationBasic coverage of GLTexGenfv & GLTexGeni under OpenGL
Michael Gold
11/3/1999Programming Techniques
The ARB_multitexture ExtensionThe ARB_multitexture Extension
Michael Gold
GDC 99
11/3/1999Programming TechniquesGeForce 256
Projective TexturesProjective Textures
Michael Gold
GDC 99
11/3/1999Effects ,
Programming Techniques
GeForce 256
Using the Stencil BufferStencil Buffer
Sim Dietrich
GDC 99
11/3/1999Effects ,
Programming Techniques
GeForce 256
Guard Band ClippingGuard Band Clipping
Sim Dietrich
GDC 99
11/3/1999Architecture ,
Programming Techniques
GeForce 256
Bonus Material from Richard Huddy's GDC 99 PresentationRichard Huddy
GDC 99
Bonus Material
11/3/1999Programming TechniquesGeForce 256
Eliminating Visual ArtifactsEliminating Visual Artifacts
Richard Huddy
GDC 99
11/3/1999Programming TechniquesGeForce 256
ScalabilityScalability
Richard Huddy
GDC 99
11/3/1999Programming TechniquesGeForce 256
RIVA 128/ZX/TNT FAQ NVIDIA Corporation RIVA 128/ZX/TNT FAQ9/12/1999Programming Techniques