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ShaderX4: Advanced Rendering Techniques

46 Articles, Edited by Wolfgang Engel.

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Geometry Manipulation

Better Geometry Batching Using Light Buffers

Renaldas Zioma
ShaderX4

Practical Cloth Simulation on Modern GPUs

Cyril Zeller
ShaderX4

Shader Implementation of Discrete Wavelet Transform

Tien-Tsin Wong and Chi-Sing Leung
ShaderX4

Morph Target Animation Using DirectXMorph

Christian Kleinhuis
ShaderX4

Real-Time Character Animation on the GPU

Michael Nischt and Elisabeth André
ShaderX4

AntiTextures

Wessam Bahnassi
ShaderX4




Rendering Techniques

Interlaced Rendering

Oles V. Shishkovtsov
ShaderX4

Triangle Mesh Tangent Space Calculation

Martin Mittring
ShaderX4

Hardware-Based Ambient Occlusion

Dustin Franklin
ShaderX4

Ambient Occlusion Fields

Janne Kontkanen and Samuli Laine
ShaderX4

Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach

Fábio Policarpo and Manuel M. Oliveira
ShaderX4

Real-Time Obscurances with Color Bleeding

Alex Méndez-Feliu, Mateu Sbert, Jordi Catŕ, Nicolau Sunyer, and Sergi Funtané
ShaderX4

Bump My Shiny Metal

Andrew Aksyonoff
ShaderX4

Ray-Traced Fog Volumes

Holger Grün and Marco Spoerl
ShaderX4

Dynamic Global Illumination Using Tetrahedron Environment Mapping

Imagire Takashi
ShaderX4

Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance

Joachim Diepstraten and Tibor Schütz
ShaderX4

Dynamic Glossy Environment Reflections Using Summed-Area Tables

Justin Hensley and Thorsten Scheuermann
ShaderX4

Real-Time Caustics by GPU

Masahiko Nitanda
ShaderX4

Dot-Product for Efficient Detail Texture Mapping

Renaldas Zioma
ShaderX4

Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map

Tien-Tsin Wong, Liang Wan, Chi-Sing Leung, and Ping-Man Lam
ShaderX4

I3: Interactive Indirect Illumination

Carsten Dachsbacher and Marc Stamminger
ShaderX4




Image Space

Texture Compression with Coefficient Domain Shaders

Chi-Sing Leung, Ping-Man Lam and Tien-Tsin Wong
ShaderX4

Motion Blurring Environment Maps

Jason Mitchell
ShaderX4

Simulating the Visual Effects of a Video Recording System

Joachim Diepstraten
ShaderX4




Shadows

Soft Projected Shadows

Aras Pranckevicˇius
ShaderX4

Eliminate Surface Acne with Gradient Shadow Mapping

Christian Schüler
ShaderX4

Real-Time Soft Shadows Using the PDSM Technique

Jean-François St. Amour, Eric Paquette, Pierre Poulin, Philippe Beaudoin
ShaderX4

Robust Shadow Mapping with Light-Space Perspective Shadow Maps

Michael Wimmer and Daniel Scherzer
ShaderX4

Making Shadow Buffers Robust Using Multiple Dynamic Frustums

Tom Forsyth
ShaderX4




3D Engine Design

Tips and Tricks for D3DX Effects Based Renderer

Aras Pranckevicˇius
ShaderX4

Post-Processing Effects Scripting

Gilberto Rosado
ShaderX4

Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine

Wolfgang Engel
ShaderX4




Beyond Pixels and Triangles

Real-Time Damage Deformation Methods

Vlad Stamate
ShaderX4

Ray Tracing Effects without Tracing Rays

László Szirmay-Kalos, Barnabás Aszódi, and István Lazányi
ShaderX4

Implementing Ray Tracing on the GPU

Martin Christen
ShaderX4

GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach

Renaldas Zioma
ShaderX4




Environmental Effects

Winter Wonderland

Bryan Dudash
ShaderX4

Rendering Snow Cover

Gilberto Rosado
ShaderX4

Cached Procedural Textures for Terrain Rendering

Carsten Dachsbacher and Marc Stamminger
ShaderX4

True-to-Life Real-Time Animation of Shallow Water on Today’s GPUs

Yung-feng Chi
ShaderX4




Tools, Tips, and Tricks

The SuperShader

Morgan McGuire
ShaderX4

Implementing Radiosity for a Light Map Precomputation Tool

Florian Born
ShaderX4

Indicator Materials

Kurt Pelzer
ShaderX4

Dynamic Branching on Non-PS3.0 Hardware

Emil Persson
ShaderX4

GLSL Shader Debugging with GLIntercept

Damian Trebilco
ShaderX4

GPU Performance of DirectX 9 Per-Fragment Operations Revisited

Mike EiBelle
ShaderX4

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