Table of Content
Section 1 Geometry
Manipulation
1.1
Scalar to Polygonal
Extracting Isosurfaces Using
Geometry Shaders by Natalya Tatarchuk, Jeremy Shopf, and Chris DeCoro
1.2
Fast Tessellation of
Quadrilateral Patches for
Dynamic Level of Details by Carlos A. Dietrich, Luciana P. Nedel and
Joăo L. D.
Comba
1.3
Dynamic Terrain
Rendering on GPU Using Real-Time
Tessellation by Natalya Tatarchuk
1.4 Adaptive
Re-Meshing for
Displacement Mapping by Rafael
P. Torchelsen, Carlos A. Dietrich, Luís Fernando, M. S. Silva, Rui
Bastos, and
Joăo L. D. Comba
1.5 Fast
Tessellation of
Quadrilateral Patches for
Dynamic Level of Details by Carlos A. Dietrich,
Luciana P. Nedel and
Joăo L. D. Comba
Section 2 Rendering
Techniques
2.1 Quick
Noise for GPUs by Doug E. Smith
2.2
Efficient Soft Particles by Gilberto Rosado
2.3
Simplified High Quality Anti-aliased Lines by Stephen Coy
2.4 Fast
Skin Shading by John Hable, George Borshukov, and
Jim Hejl
2.5 An
Efficient and Physically Plausible Real Time Shading
Model by Christian Schüler
2.6
Graphics Techniques in Crackdown by Hugh Malan
2.7
Deferred Rendering Transparency by David Pangerl
2.8
Deferred Shading with Multisampling Anti-Aliasing in
DirectX® 10 by Nicolas Thibieroz
2.9 Light
Indexed Deferred Rendering by Damian Trebilco
Section 3 Image Space
3.1
Efficient Post-processing with Importance Sampling by Balázs
Tóth, László Szirmay-Kalos, and Tamás Umenhoffer
3.2
Efficient Real-Time Motion Blur for Multiple Rigid
Objects by Ben Padget
3.3 Real-time Flow-based
Image Abstraction by Jan
Eric Kyprianidis and Jürgen Döllner
Section 4 Shadows
4.1
Practical Cascaded Shadow Maps by Fan Zhang, Alexander
Zaprjagaev, Allan Bentham
4.2 A
Hybrid Method for Interactive Shadows in Homogeneous
Media by Chris Wyman and Shaun Ramsey
4.3
Real-time dynamic shadows for image-based lighting by
Mark Colbert, Jaroslav Křivánek
4.4
Facetted Shadow Mapping for Large Dynamic Game
Environments by Ray Tran
Section 5 Environment
Effects
5.1
Dynamic Weather Effects by Charlie Birtwistle and
Stephen McAuley
5.2
Interactive Hydraulic Erosion on the GPU by Ondřej
Šťava, Bedřich Beneš, and Jaroslav Křivánek
5.3
Advanced Geometry for Complex Sky Representation by
James Sun
Section 6 Global
Illumination
6.1 Screen
Space Ambient Occlusion by Vladimir Kajalin
6.2
Image-Space Horizon-Based Ambient Occlusion by Louis
Bavoil and Miguel Sainz
6.3
Deferred Occlusion from Analytic Surfaces by Jeremy
Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat
6.4 Fast
Fake Global Illumination by Emmanuel Briney, Victor
Ceitelis and David Crémoux
6.5
Real-Time Subsurface Scattering using Shadow Maps by
Hyunwoo Ki
6.6
Instant radiosity with GPU photon tracing and
approximate indirect shadows by László Szécsi
6.7
Variance methods for Screen-Space Ambient Occlusion by Angelo Pesce
6.7
Per-Pixel Ambient Occlusion using Geometry Shaders by Dave Bookout
Section 7 Handheld Devices
7.1
Optimizing your first OpenGL ES Applications by Kristof
Beets, Mikael Gustavsson, Erik Olsson
7.2
Optimised Shaders for Advanced Graphical User Interfaces
by Ken Catterall
7.3 Facial
Animation for Mobile GPUs by Andrew Senior
7.4
Augmented Reality on Mobile Phones by Daniel Wagner,
Lukas Gruber, Dieter Schmalstieg
Section 8 3D Engine Design
8.1 Cross
platform rendering thread: design and
implementation by Guillaume Blanc
8.2
Advanced GUI system for games by Paweł Rohleder
8.3
Automatic Load Balancing Shader Framework by Gabriyel
Wong and Jianliang Wang
8.4 Game
Engine Friendly Occlusion Culling by Jiri Bittner, Oliver
Mattausch, Michael Wimmer
8.5
Designing a Renderer for Multiple Lights - The Light
Pre-Pass Renderer – by Wolfgang Engel
8.6 Using
LUV color space with the Light Pre-Pass Renderer
by Pat Wilson
8.7
Elemental Engine II by Kenneth Hurley
Section 9 Beyond Pixels
&
Triangles
9.1 Sliced
Grid: A Memory and Computationally Efficient Data
Structure for Particle-based Simulation on the GPU by Takahiro Harada
9.2
Free-Viewpoint Video on the GPU by Marcos Avilés and
Francisco Morán
9.3 A
Volume Shader for Quantum Voronoi Diagrams inside the
3D Bloch Ball by Frank NIELSEN
9.4
Packing Arbitrary Bit Fields into 16-bit Floating-point
Render Targets in DirectX®10 by Nicolas Thibieroz
9.5
Interactive Image Morphing Using Thin-Plate Spline by
Xiaopei Liu, Liang Wan, Xuemiao Xu, Tien-Tsin Wong, Chi-Sing Leung
Please send
comments, suggestions and ideas to wolf@shaderx.com
© 2001 -
2009 Wolfgang
Engel, Carlsbad, CA, USA
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