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Effects: Weather
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Effects: Refraction
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2004

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2005

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2007

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2002

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2006

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Graphics: Special Effects - Refraction / Reflection


Robust Multiple Specular Reflections and Refractions

Tam�s Umenhoffer, BL�szl� Szirmay-Kalos (Budapest University of Technology and Economics), Gustavo Patow (University of Girona)
GPU Gems 3, 2007.

Interactive Refractions and Caustics Using Image-Space Techniques

Chris Wyman
ShaderX5, 2006.

Animation and Rendering of Underwater God Rays

Stefano Lanza
ShaderX5, 2006.

A Simple Method for Rendering Gemstones

Thorsten Scheuermann (ATI Research)
Game Programming Gems 5, 2005.

Using Vertex Texture Displacement for Realistic Water Rendering

Yuri Kryachko (1C: Maddox Games)
GPU Gems 2, 2005.

Generic Refraction Simulation

Tiago Sousa (Crytek)
GPU Gems 2, 2005.

Summed-Area Tables and Their Application to Dynamic Glossy Environment Reflections

Thorsten Scheuermann (ATI Research)
ATI Technology Papers & Presentations (GDC 2005).

Effective Water Simulation from Physical Models

Mark Finch (Cyan Worlds)
GPU Gems, 2004.

Rendering Water Caustics

Juan Guardado (NVIDIA) and Daniel S�nchez-Crespo (Universitat Pompeu Fabra / Novarama Technology)
GPU Gems, 2004.

Simulating Diffraction

Jos Stam (Alias Systems)
GPU Gems, 2004.

Finite-Radius Sphere Environment Mapping

Kevin Bjorke (NVIDIA)
GPU Gems, 2004.

Reflections from Bumpy Surfaces

Henning Mortveit
ShaderX3, 2004.

Animation and Display of Water

Stefano Lanza
ShaderX3, 2004.

Rendering Semitransparent Layered Media

Chris Oat
ShaderX3, 2004.

The Making of Ruby: The DoubleCross

David Gosselin (ATI Research)
ATI Technology Papers & Presentations (SIGGRAPH 2004).

Phat Lewt: Drawing a Diamond

David Gosselin (ATI Research)
ATI Technology Papers & Presentations (GDC 2004).

GPU Water Simulation with PS 3.0

Jeremy Zelsnack (NVIDIA)
PDF/Movie available, NVIDIA GDC Presentations, 2004.

Real-Time Animated Translucency

Greg James, Simon Green (NVIDIA)
PDF available, NVIDIA GDC Presentations, 2004.

Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance

Chris Brennan
ShaderX, 2002.

Rippling Refractive and Reflective Water

Alex Vlachos, John Isidoro and Chris Oat
ShaderX, 2002.

Crystal/Candy Shader

John Isidoro and David Gosselin
ShaderX, 2002.

Bubble Shader

John Isidoro and David Gosselin
ShaderX, 2002.

Approximating Fish Tank Refractions

Alex Vlachos (ATI Research)
Game Programming Gems 2, 2001.
Abstract: This article briefly explains a method for approximating the refraction effect seen when looking through the side of a fish tank. The majority of this article explains how to construct the transformation matrix that will be applied to the geometry inside the tank to simulate the refraction effect.

Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term

Anis Ahmad (University of Waterloo)
Game Programming Gems, 2000.

Convincing-Looking Glass for Games

Gabor Nagy (Sony Computer Entertainment America)
Game Programming Gems, 2000.

Refraction Mapping for Liquids in Containers

Alex Vlachos and Jason L. Mitchell (ATI Research)
Game Programming Gems, 2000.

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