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Graphics Programming: Special Effects - Weather
Volumetric Real-Time Water and Foam Rendering |
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Daniel Scherzer, Florian Bagar and Oliver Mattausch GPU Pro 3 |
Shader Based Water Effects |
Simple and Fast Fluid Flow Simulation on the GPU |
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Martin Guay, Fabrice Colin and Richard Egli GPU Pro 2 |
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Charlie Birtwistle and Stephen McAuley ShaderX7 |
Interactive Hydraulic Erosion on the GPU |
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Ondrej �tava, Bedrich Bene�, and Jaroslav Kriv�nek ShaderX7 |
Advanced Geometry for Complex Sky Representation |
Rendering Realistic Ice Objects |
Sunlight with Volumetric Light Rays |
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L�szl� Sz�csi and Khashayar Arman ShaderX6 |
Animation and Rendering of Underwater God Rays |
Rendering Multiple Layers of Rain with a Postprocessing Composite Effect |
Volumetric Clouds and Mega-Particles |
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Homam Bahnassi and Wessam Bahnassi ShaderX5 |
Practical Sky Rendering for Games |
Realistic Cloud Rendering on Modern GPUs |
Let It Snow, Let It Snow, Let It Snow (and Rain) |
Generating Procedural Clouds Using 3D Hardware |
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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