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ShaderX3: Advanced Rendering With DirectX And OpenGL

47 Articles, Edited by Wolfgang Engel.

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Geometry Manipulation Tricks

Accessing and Modifying Topology on the GPU

Dean Calver
ShaderX3

Rendering of Complex Formulas

Christian Kleinhuis
ShaderX3

Deforming of Mesh Objects Using HLSL

Christian Kleinhuis
ShaderX3

Morphing Between Two Different Objects

Ronny Burkersroda
ShaderX3

Silhouette Geometry Shaders

Jörn Loviscach
ShaderX3

GLSL Real-Time Shader Development

Natalya Tatarchuk and Bill Licea-Kane
ShaderX3




Rendering Techniques

Parallax Mapping

Terry Welsh
ShaderX3

Deferred Lighting on PS 3.0 with High Dynamic Range

Dean Calver
ShaderX3

Reflections from Bumpy Surfaces

Henning Mortveit
ShaderX3

Massively Parallel Particle Systems on the GPU

Lutz Latta
ShaderX3

Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing

Zoe Brawley and Natalya Tatarchuk
ShaderX3

Improved Batching via Texture Atlases

Matthias Wloka
ShaderX3

A Simulation of Thermal Imaging

O’dell Hicks
ShaderX3

Real-Time Texture-Space Skin Rendering

David R. Gosselin, Pedro V. Sander, and Jason L. Mitchell
ShaderX3

Dot3 Cel Shading

Ron Barbosa
ShaderX3

Hardware-Accelerated Charcoal Rendering

Markus Nuebel
ShaderX3

Detail Texture Motion Blur

Shawn Hargreaves
ShaderX3

Animation and Display of Water

Stefano Lanza
ShaderX3

Rendering Semitransparent Layered Media

Chris Oat
ShaderX3

Hair Rendering and Shading

Thorsten Scheuermann
ShaderX3

Reduction of Lighting Calculations Using Spherical Harmonics

Vlad Stamate
ShaderX3




Software Shaders and Shader Programming Tips

Optimizing Dx9 Vertex Shaders for Software Vertex Processing

Kent F. Knox
ShaderX3

Software Shaders and DirectX DLL Implementation

Nicolas Capens
ShaderX3

Tactical Path-Finding Using Stochastic Maps on the GPU

Khanh Phong Ly
ShaderX3

FX Composer 1.5-Standardization

Chris Maughan and Daniel Horowitz
ShaderX3




Image Space

A Steerable Streak Filter

Chris Oat
ShaderX3

Adaptive Glare

Tiago Sousa
ShaderX3

Color Grading

Ronny Burkersroda
ShaderX3

Improved Depth-of-Field Rendering

Thorsten Scheuermann and Natalya Tatarchuk
ShaderX3

Lighting Precomputation Using the Relighting Map

Tien-Tsin Wong, Chi-Sing Leung, and Kwok-Hung Choy
ShaderX3

Shaderey-NPR Style Rendering

Aras Pranckevicius
ShaderX3




Shadows

Poisson Shadow Blur

Jason L. Mitchell
ShaderX3

Fractional-Disk Soft Shadows

Michal Valient and Willem H. de Boer
ShaderX3

Fake Soft Shadows Using Precomputed Visibility Distance Functions

Aras Pranckevicius
ShaderX3

Efficient Omnidirectional Shadow Maps

Gary King and William Newhall
ShaderX3




Engine Design

An Extensible Direct3D Resource Management System

Wessam Bahnassi
ShaderX3

Integrating Shaders into the Vision Rendering Engine

Dag Frommhold and Florian Born
ShaderX3

Effect Parameters Manipulation Framework

Wessam Bahnassi
ShaderX3

Shader Visualization Systems for the Art Pipeline

Homam Bahnassi and Wessam Bahnassi
ShaderX3

Drawing a Crowd

David R. Gosselin, Pedro V. Sander, and Jason L. Mitchell
ShaderX3




Tools

In-Depth Performance Analyses of DirectX9 Shading Hardware Concerning Pixel Shader and Texture Performance

Joachim Diepstraten and Mike EiBele
ShaderX3

Shaderbreaker

Magnus Österlind
ShaderX3

Generating Shaders from HLSL Fragments

Shawn Hargreaves
ShaderX3




Environmental Effects

Light Shaft Rendering

Jason L. Mitchell
ShaderX3

Rendering Rainbows

Clint S. Brewer
ShaderX3

A Practical Analytic Model for Daylight with Shaders

Marco Spörl
ShaderX3

Volumetric Clouds

Jesse Laeuchli
ShaderX3

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