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ShaderX6: Advanced Rendering Techniques

44 Articles, Edited by Wolfgang Engel.

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Geometry Manipulation

Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardware

Gy�rgy Antal and L�szl� Szirmay-Kalos
ShaderX6

Improved Appearance Variety for Geometry Instancing

Jonathan Ma�m and Daniel Thalmann
ShaderX6

Implementing Real-Time Mesh Simplification Using Programmable Geometry Pipeline on GPU

Christopher DeCoro and Natalya Tatarchuk
ShaderX6




Rendering Techniques

Care and Feeding of Normal Vectors

Joern Loviscach
ShaderX6

Computing Per-Pixel Object Thickness in a Single Render Pass

Christopher Oat and Thorsten Scheuermann
ShaderX6

Filtered Tilemaps

Sylvain Lefebvre
ShaderX6

Parallax Occlusion Mapping Special Feature Rendering

Jason Zink
ShaderX6

Uniform Cubemap for Dynamic Environments

Tze-Yui Ho, Chi-Sing Leung and Tien-Tsin Wong
ShaderX6

Isocube A Cubemap with Uniformly Distributed and Equally Important Texels

Liang Wan, Tien -Tsin Wong and Chi-Sing Leung
ShaderX6

Practical Geometry Clipmaps for Rendering Terrains in Computer Games

Rafael P. Torchelsen, Jo�o L. D. Comba, and Rui Bastos
ShaderX6

Efficient and Practical TileTrees

Carsten Dachsbacher and Sylvain Lefebvre
ShaderX6

Quantized Ring Clipping

David Pangerl
ShaderX6




Image Space

GPU-Based Active Contours for Real-Time Object Tracking

Natasha Tatarchuk
ShaderX6

Post-Tonemapping Resolve for High Quality HDR Antialiasing in D3D10

Emil Persson
ShaderX6

A Fast, Small-Radius GPU Median Filter

Morgan McGuire
ShaderX6

Per-pixel Motion Blur for Wheels

Damyan Pepper
ShaderX6

Deferred Rendering using a Stencil Routed K-Buffer

Louis Bavoil and Kevin Myers
ShaderX6

HDR Meets Black & White 2

Francesco Caruzzi
ShaderX6

Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX 10

Nick Thibieroz
ShaderX6




Shadows

Stable Rendering of Cascaded Shadow maps

Michal Valient
ShaderX6

Approximate Cumulative Distribution Function Shadow Mapping

Holger Gruen
ShaderX6

Rendering Filtered Shadows with Exponential Shadow Maps

Marco Salvi
ShaderX6

Fitted Virtual Shadow Maps and Shadow Fog

Markus Giegl
ShaderX6

Removing Shadow Volume Artifacts by Spatial Adjustment

Chi-Sing Leung, Tze-Yui Ho and Tien-Tsin Wong
ShaderX6




Environmental Effects

Rendering Realistic Ice Objects

Anders Nivfors
ShaderX6

Sunlight with Volumetric Light Rays

Pawel Rohleder
ShaderX6

Procedural Ocean Effects

L�szl� Sz�csi and Khashayar Arman
ShaderX6




Global Illumination Effects

Practical Methods for a PRT-based Shader Using Spherical Harmonics

Jerome Ko, Manchor Ko and Matthias Zwicker
ShaderX6

Incremental Instant Radiosity

Hannu Saransaari, Samuli Laine, Janne Kontkanen, Jaakko Lehtinen and Timo Aila
ShaderX6

Real Time Photon Mapping Approximation on the GPU

Vlad Stamate
ShaderX6

Interactive Global Illumination with Precomputed Radiance Maps

Laszlo Szecsi, L�szl� Szirmay-Kalos, and Mateu Sbert
ShaderX6




Handheld Devices

Shaders Gone Mobile Porting from Direct3D 9.0 to Open GL ES 2.0

Mikey Wetzel
ShaderX6

Efficiently Using Tile-Based GPUs on Mobile Phones

Maurice Ribble
ShaderX6

Maximal Performance and Image Quality with Minimal Precision

Ken Catterall
ShaderX6

Implementing Graphical Benchmark in OpenGL ES 2.0

Szabolcs Horvath, Csaba Keszegh and Laszlo Kishonti
ShaderX6

Every Cycle Counts Level of Detail Shaders

Kristof Beets
ShaderX6

Shadow Techniques for OpenGL ES 2.0

Jonathan Feldstein
ShaderX6




3D Engine Design

A Flexible Material System in Design

Maxime Beaudoin
ShaderX6

3D Engine Tools with C++ CLI

Wessam Bahnassi
ShaderX6

Efficient HDR Texture Compression

Tze-Yui Ho and Chi-Sing Leung
ShaderX6




Beyond Pixels and Triangles

An Interactive Tour of Voronoi Diagrams on the GPU

Frank Nielsen
ShaderX6

AMD DirectX 10 Performance Tools and Techniques

Jonathan Zarge, Seth Sowerby and Guennadi Riguer
ShaderX6

Real-Time Audio Processing on the GPU

Fernando Trebien and Manuel M. Oliveira
ShaderX6

n-Body Simulations on the GPU

Jesse Laeuchli
ShaderX6

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