|
Graphics Programming: Special Effects - Advanced Materials
Real-Time Simulation and Rendering of 3D Fluids |
| |
Keenan Crane (University of Illinois at Urbana-Champaign), Ignacio Llamas, Sarah Tariq (NVIDIA Corporation) GPU Gems 3 |
Real-Time Caustics by GPU |
True-to-Life Real-Time Animation of Shallow Water on Today�s GPUs |
Advanced in Real-Time Skin Rendering (GDC2005 D3D Tutorial) |
Special Effects in Direct3D (GDC2005 D3D Tutorial) |
Effective Water Simulation from Physical Models |
| |
Juan Guardado (NVIDIA) and Daniel S�nchez-Crespo (Universitat Pompeu Fabra / Novarama Technology) GPU Gems |
| |
Curtis Beeson and Kevin Bjorke (NVIDIA) GPU Gems |
Real-Time Approximations to Subsurface Scattering |
| |
Matt Pharr and Simon Green (NVIDIA) GPU Gems |
A Simulation of Thermal Imaging |
Real-Time Texture-Space Skin Rendering |
| |
David R. Gosselin, Pedro V. Sander, and Jason L. Mitchell ShaderX3 |
Hardware-Accelerated Charcoal Rendering |
Hair Rendering and Shading |
Real-Time Skin Rendering on Graphics Hardware |
Practical Real-Time Hair Rendering and Shading |
Real Time Skin Rendering (GDC2004 D3D Tutorial) |
Hair Rendering and Shading |
Phat Lewt: Drawing a Diamond |
Cinematic Effects II: The Revenge |
Next-Gen Special Effects Showcase: How to Render a Real Rainbow |
Next-Gen Special Effects Showcase: BloodShader - Real-Time Adaptive Animation |
GPU Water Simulation with PS 3.0 |
Drops of Water - and Texture Sprites |
Meshuggah's Effects explained |
| |
Chris Oat, Natalya Tatarchuk, John Isidoro ShaderX2 |
Hatching, Stroke Styles & Pointillism |
| |
John Isidoro, Alex Vlachos, Chris Brennan ShaderX |
|
|
|