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Graphics Programming: Special Effects - Refraction / Reflection
Robust Multiple Specular Reflections and Refractions |
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Tam�s Umenhoffer, BL�szl� Szirmay-Kalos (Budapest University of Technology and Economics), Gustavo Patow (University of Girona) GPU Gems 3 |
Interactive Refractions and Caustics Using Image-Space Techniques |
Animation and Rendering of Underwater God Rays |
A Simple Method for Rendering Gemstones |
Using Vertex Texture Displacement for Realistic Water Rendering |
Generic Refraction Simulation |
Summed-Area Tables and Their Application to Dynamic Glossy Environment Reflections |
Effective Water Simulation from Physical Models |
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Juan Guardado (NVIDIA) and Daniel S�nchez-Crespo (Universitat Pompeu Fabra / Novarama Technology) GPU Gems |
Finite-Radius Sphere Environment Mapping |
Reflections from Bumpy Surfaces |
Animation and Display of Water |
Rendering Semitransparent Layered Media |
The Making of Ruby: The DoubleCross |
Phat Lewt: Drawing a Diamond |
GPU Water Simulation with PS 3.0 |
Real-Time Animated Translucency |
Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance |
Rippling Refractive and Reflective Water |
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Alex Vlachos, John Isidoro and Chris Oat ShaderX |
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John Isidoro and David Gosselin ShaderX |
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John Isidoro and David Gosselin ShaderX |
Approximating Fish Tank Refractions |
Abstract: This article briefly explains a method for approximating the refraction effect seen when looking through the side of a fish tank. The majority of this article explains how to construct the transformation matrix that will be applied to the geometry inside the tank to simulate the refraction effect.
Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term |
Convincing-Looking Glass for Games |
Refraction Mapping for Liquids in Containers |
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