ShaderX5 - Advanced Rendering Techniques
Section
1 – Geometry Manipulation (Wolfgang Engel)
1.1 Smoothed N-Patches by
Holger Gruen
1.2 Micro-beveled Edges by
Homam Bahnassi and Wessam Bahnassi
1.3 Dynamic Wrinkle Patterns
and Hatching on Animated Meshes by Jörn Loviscach
1.4 Cloth without Cloth by
Homam Bahnassi and Wessam Bahnassi
Section
2 - Rendering Techniques (Kenneth Hurley)
2.1 A Simple Area Light Model for GPUs by Aick in der Au
2.2 Alpha-to-coverage in
Depth by Kevin Meyers
2.3 Dynamic Parallax
Occlusion Mapping with Soft Shadows by Natalya Tatarchuk
2.4 Pre-Processing of
Complex, Static Scenes for Fast Real Time Graphics by Max Dennis Luesebrink and
Kurt Pelzer
2.5 Overcoming Deferred
Shading Drawbacks by Frank Puig Placeres
2.6 Normal Mapping without
Pre-Computed Tangents by Christian Schueler
2.7 Animating Vegetation
Using GPU Programs by Ali Botorabi
2.8 ZT-Buffer Algorithm by
David Pangerl
Section
3 - Image Space (Natalya Tatarchuk)
3.1 Real-Time Depth-of-Field
Implemented with a Post-Processing only Technique by David Gilham
3.2 Selective
Supersampling by Emil Persson
3.3 Jump Flooding – An
Efficient and Effective Communication on GPU by Guodong Rong and Tiow-Seng Tan
Section
4 - Shadows (Tom Forsyth)
4.1 Cascaded Shadow Maps
by Wolfgang Engel
4.2 Multisampling
Extension for Gradient Shadow Maps by Christian Schueler
4.3 Alias-free Hard
Shadows with Geometry Maps by László Szécsi
4.4 Edge Masking and
Per-Texel Depth Extent Propagation For Computation Culling During Shadow
Mapping by John R. Isidoro
4.5 Queried Virtual
Shadow Maps by Markus Giegl and Michael Wimmer
4.6 Real-time Soft
Shadows with Shadow Accumulation by László Szirmay-Kalos and Barnabás Aszódi
Section
5 – Environmental Effects (Matthias Wloka)
5.1 Spherical Billboards
for Rendering Volumetric Data by Tamás Umenhoffer, László Szirmay-Kalos, and
Gábor Szíjártó
5.2 Per-Pixel Lit, Light
Scattering Smoke by Aurelio Reis
5.3 Volumetric Clouds and
Mega Particles by Homam Bahnassi and Wessam Bahnassi
5.4 Rendering Multiple
Layers of Rain with a Post-Processing Composite Effect by Natalya Tatarchuk
5.5 Animation and
Rendering of Underwater God Rays by Stefano Lanza
Section
6 – Global Illumination Effects (Carsten Dachsbacher)
6.1 Irradiance Volumes
for Real Time Rendering by Chris Oat
6.2 Indirect Diffuse and Glossy Illumination on the GPU by István
Lazányi and László Szirmay-Kalos
6.3 Interactive Refractions and Caustics Using Image-Space Techniques by
Chris Wyman
6.4 Splatting of Diffuse and Glossy Indirect Illumination by Carsten
Dachsbacher and Marc Stamminger
Section
7 – Mobile Devices (Kristof Beets)
7.1 OpenGL ES 2.0 Shaders
for Mobile Devices by Kristof Beets
7.2 OpenGL ES 2.0 Engine
by Dan Ginsburg
7.3 OpenGL ES 2.0
Performance Recommendations for Mobile Devices
by Kristof Beets
7.4 Real-time Tile based
Texture Synthesis Using Non-rectangular Grids by Georg Kolling
7.5 Cartoon Fire Effects
Using OpenGL ES 2.0 by David Minor
Section 8 – 3D Engine Design (Wessam Bahnassi)
8.1 Post-Processing Effects
in Design by Aurelio Reis
8.2 Transparent Shader
Data-Binding by Dustin Franklin
8.3 Designing Plug-in
Shaders with HLSL by Wessam Bahnassi
8.4 Shader System
Integration: Nebula2 and 3ds Max by Kim Hyoun Woo
Section
9 – Beyond Pixels and Triangles (Sebastien St. Laurent)
9.1 Large crowds of
autonomous animated characters using fragment shaders and level of detail by Erik
Millán, Benjamín Hernández, Isaac Rudomín
9.2 Interactive Image
Segmentation Based on GPU Cellular Automata by Frank Nielsen
9.3 Real-time Cellular
Texturing by Andrew Griffiths
9.4 Collision Detection
Shader Using Cube-Maps by Rahul Sathe
9.5 A GPU Panorama Viewer for Generic Camera Models by Frank
Nielsen
9.6 Explicit Early-Z Culling
for Efficient Fluid Flow Simulation by Pedro V. Sander, Natalya Tatarchuk and Jason
L. Mitchell
9.7 Storing and Accessing
Topology on the GPU: A Case Study on Mass-Spring Systems by Carlos A. Dietrich,
Joăo L. D. Comba and Luciana P. Nedel
9.8 Implementing
High-Quality PRNG on GPU by Wai-Man Pang, Tien-Tsin Wong, Pheng-Ann Heng
9.9 Printf shader for
debugging pixel shaders by Alexander Ehrath
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