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ShaderX7: Advanced Rendering Techniques

47 Articles, Edited by Wolfgang Engel.

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Geometry Manipulation

Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders

Natalya Tatarchuk, Jeremy Shopf, and Chris DeCoro
ShaderX7

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and Joăo L. D. Comba
ShaderX7

Dynamic Terrain Rendering on GPU Using Real-Time Tessellation

Natalya Tatarchuk
ShaderX7

Adaptive Re-Meshing for Displacement Mapping

Rafael P. Torchelsen, Carlos A. Dietrich, Luís Fernando, M. S. Silva, Rui Bastos, and Joăo L. D. Comba
ShaderX7

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and Joăo L. D. Comba
ShaderX7




Rendering Techniques

Quick Noise for GPUs

Doug E. Smith
ShaderX7

Efficient Soft Particles

Gilberto Rosado
ShaderX7

Simplified High Quality Anti-aliased Lines

Stephen Coy
ShaderX7

Fast Skin Shading

John Hable, George Borshukov, and Jim Hejl
ShaderX7

An Efficient and Physically Plausible Real Time Shading Model

Christian Schüler
ShaderX7

Graphics Techniques in Crackdown

Hugh Malan
ShaderX7

Deferred Rendering Transparency

David Pangerl
ShaderX7

Deferred Shading with Multisampling Anti-Aliasing in DirectX 10

Nicolas Thibieroz
ShaderX7

Light Indexed Deferred Rendering

Damian Trebilco
ShaderX7




Image Space

Efficient Post-processing with Importance Sampling

Balázs Tóth, László Szirmay-Kalos, and Tamás Umenhoffer
ShaderX7

Efficient Real-Time Motion Blur for Multiple Rigid Objects

Ben Padget
ShaderX7

Real-time Flow-based Image Abstraction

Jan Eric Kyprianidis and Jürgen Döllner
ShaderX7




Shadows

Practical Cascaded Shadow Maps

Fan Zhang, Alexander Zaprjagaev, Allan Bentham
ShaderX7

A Hybrid Method for Interactive Shadows in Homogeneous Media

Chris Wyman and Shaun Ramsey
ShaderX7

Real-time Dynamic Shadows for Image-based Lighting

Mark Colbert, Jaroslav Krivánek
ShaderX7

Facetted Shadow Mapping for Large Dynamic Game Environments

Ray Tran
ShaderX7




Environmental Effects

Dynamic Weather Effects

Charlie Birtwistle and Stephen McAuley
ShaderX7

Interactive Hydraulic Erosion on the GPU

Ondrej Štava, Bedrich Beneš, and Jaroslav Krivánek
ShaderX7

Advanced Geometry for Complex Sky Representation

James Sun
ShaderX7




Global Illumination Effects

Screen Space Ambient Occlusion

Vladimir Kajalin
ShaderX7

Image-Space Horizon-Based Ambient Occlusion

Louis Bavoil and Miguel Sainz
ShaderX7

Deferred Occlusion from Analytic Surfaces

Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat
ShaderX7

Fast Fake Global Illumination

Emmanuel Briney, Victor Ceitelis and David Crémoux
ShaderX7

Real-Time Subsurface Scattering using Shadow Maps

Hyunwoo Ki
ShaderX7

Instant Radiosity with GPU Photon Tracing and Approximate Indirect Shadows

László Szécsi
ShaderX7

Variance Methods for Screen-Space Ambient Occlusion

Angelo Pesce
ShaderX7

Per-Pixel Ambient Occlusion using Geometry Shaders

Dave Bookout
ShaderX7




Handheld Devices

Optimizing your first OpenGL ES Applications

Kristof Beets, Mikael Gustavsson, Erik Olsson
ShaderX7

Optimised Shaders for Advanced Graphical User Interfaces

Ken Catterall
ShaderX7

Facial Animation for Mobile GPUs

Andrew Senior
ShaderX7

Augmented Reality on Mobile Phones

Daniel Wagner, Lukas Gruber, Dieter Schmalstieg
ShaderX7




3D Engine Design

Cross Platform Rendering Thread: Design and Implementation

Guillaume Blanc
ShaderX7

Advanced GUI System for Games

Pawel Rohleder
ShaderX7

Automatic Load Balancing Shader Framework

Gabriyel Wong and Jianliang Wang
ShaderX7

Game Engine Friendly Occlusion Culling

Jiri Bittner, Oliver Mattausch, Michael Wimmer
ShaderX7

Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer

Wolfgang Engel
ShaderX7

Using LUV color space with the Light Pre-Pass Renderer

Pat Wilson
ShaderX7

Elemental Engine II

Kenneth Hurley
ShaderX7




Beyond Pixels and Triangles

Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU

Takahiro Harada
ShaderX7

Free-Viewpoint Video on the GPU

Marcos Avilés and Francisco Morán
ShaderX7

A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball

Frank NIELSEN
ShaderX7

Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX 10

Nicolas Thibieroz
ShaderX7

Interactive Image Morphing Using Thin-Plate Spline

Xiaopei Liu, Liang Wan, Xuemiao Xu, Tien-Tsin Wong, Chi-Sing Leung
ShaderX7

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