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GPU Gems
2004

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2005

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2007

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2002

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2003

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2004

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2006

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2006

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2008

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2009

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2010

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2011

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2012

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Graphics Programming: Special Effects - Weather


Volumetric Real-Time Water and Foam Rendering

Daniel Scherzer, Florian Bagar and Oliver Mattausch
GPU Pro 3

Shader Based Water Effects

Joe Davis and Ken Catterall
GPU Pro 2

Simple and Fast Fluid Flow Simulation on the GPU

Martin Guay, Fabrice Colin and Richard Egli
GPU Pro 2

Dynamic Weather Effects

Charlie Birtwistle and Stephen McAuley
ShaderX7

Interactive Hydraulic Erosion on the GPU

Ondrej Štava, Bedrich Beneš, and Jaroslav Krivánek
ShaderX7

Advanced Geometry for Complex Sky Representation

James Sun
ShaderX7

Rendering Realistic Ice Objects

Anders Nivfors
ShaderX6

Sunlight with Volumetric Light Rays

Pawel Rohleder
ShaderX6

Procedural Ocean Effects

László Szécsi and Khashayar Arman
ShaderX6

Animation and Rendering of Underwater God Rays

Stefano Lanza
ShaderX5

Rendering Multiple Layers of Rain with a Postprocessing Composite Effect

Natalya Tatarchuk
ShaderX5

Volumetric Clouds and Mega-Particles

Homam Bahnassi and Wessam Bahnassi
ShaderX5

Winter Wonderland

Bryan Dudash
ShaderX4

Rendering Snow Cover

Gilberto Rosado
ShaderX4

Practical Sky Rendering for Games

Aurelio Reis (Raven Software)
Game Programming Gems 6

Realistic Cloud Rendering on Modern GPUs

Jean-Francois Dube (Ubisoft)
Game Programming Gems 5

Let It Snow, Let It Snow, Let It Snow (and Rain)

Niniane Wang (Google), Bretton Wade (Microsoft)
Game Programming Gems 5

Volumetric Clouds

Jesse Laeuchli
ShaderX3

Generating Procedural Clouds Using 3D Hardware

Kim Pallister (Intel)
Game Programming Gems 2
Abstract: In this article, we'll set out to procedurally generate cloud textures that possess some of the properties that real clouds exhibit. In additon, because textures typically reside in graphics subsystem memory, we'll aim to generate the procedural clouds almost entirely using the graphics hardware. Finally, we'll address some ways to scale the technique's quality and performance requirements in order to accommodate a range of target machines.

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