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Graphics Programming: Texturing
Practical Elliptical Texture Filtering |
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Pavlos Mavridis and Georgios Papaioannou GPU Pro 3 |
An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering |
Inexpensive Anti-Aliasing of Simple Objects |
Practical Morphological Anti-Aliasing |
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Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez GPU Pro 2 |
Alpha Blending as a Post-Process |
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Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre GPU Pro" |
Relaxed Cone Stepping for Relief Mapping |
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Fabio Policarpo (Perpetual Entertainment), Manuel M. Oliveira (Instituto de Inform�tica-UFRGS) GPU Gems 3 |
Deferred Shading in Tabula Rasa |
GPU-Based Importance Sampling |
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Mark Colbert (University of Central Florida), Jaroslav Kr�iv�nek (Czech Technical University in Prague) GPU Gems 3 |
Real-time Cellular Texturing |
Dot-Product for Efficient Detail Texture Mapping |
Texture Compression with Coefficient Domain Shaders |
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Chi-Sing Leung, Ping-Man Lam and Tien-Tsin Wong ShaderX4 |
Approximate Bidirectional Texture Functions |
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Jan Kautz (Massachusetts Institute of Technology) GPU Gems 2 |
Tile-Based Texture Mapping |
Octree Textures on the GPU |
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Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG - INRIA) GPU Gems 2 |
Techniques to Apply Team Colors to 3D Models |
Texture-Based 3D Character Customization |
Filling Texture Holes Using the Euclidean Distance Map |
Antialiasing for Bump Maps and a Fast Normalization Trick |
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Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of G�vle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University) Graphics Programming Methods |
Specular Bump mapping on pre-ps_1_4 Hardware |
Advanced Sky Dome Rendering |
Abstract: The goal of this article is to introduce basic concepts for using procedures to manipulate and synthesize images for games and to give simple guidelines for implementation.
Abstract: This article explores how to use a relatively small number of artist-generated source textures and combine them at runtime using a variety of blends, fractal methods, and random numbers to create the textures required for the scene.
Blending Textures For Terrain |
UV Flipping Technique to Avoid Repetition |
Texture Perturbation Effects |
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John Isidoro and Guennadi Riguer ShaderX |
3D Textures and Pixel Shaders |
Operations for Hardware-Accelerated Procedural Texture Animation |
Abstract: This article covers a few fundamental operations for generating procedural animations, and puts these to use in specific examples that simulate fire, smoke, water, or perform image processing. With today's consumer hardware, we can even run complex cellular automata programs entirely within the rendering of a 3D accelerator and put the resulting animations to use in various effects.
Advanced Texturing Using Texture Coordinate Generation |
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