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ShaderX3: Advanced Rendering With DirectX And OpenGL
47 Articles, Edited by Wolfgang Engel, 2004.


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Geometry Manipulation Tricks

Accessing and Modifying Topology on the GPU

Dean Calver
ShaderX3, 2004.

Rendering of Complex Formulas

Christian Kleinhuis
ShaderX3, 2004.

Deforming of Mesh Objects Using HLSL

Christian Kleinhuis
ShaderX3, 2004.

Morphing Between Two Different Objects

Ronny Burkersroda
ShaderX3, 2004.

Silhouette Geometry Shaders

J�rn Loviscach
ShaderX3, 2004.

GLSL Real-Time Shader Development

Natalya Tatarchuk and Bill Licea-Kane
ShaderX3, 2004.




Rendering Techniques

Parallax Mapping

Terry Welsh
ShaderX3, 2004.

Deferred Lighting on PS 3.0 with High Dynamic Range

Dean Calver
ShaderX3, 2004.

Reflections from Bumpy Surfaces

Henning Mortveit
ShaderX3, 2004.

Massively Parallel Particle Systems on the GPU

Lutz Latta
ShaderX3, 2004.

Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing

Zoe Brawley and Natalya Tatarchuk
ShaderX3, 2004.

Improved Batching via Texture Atlases

Matthias Wloka
ShaderX3, 2004.

A Simulation of Thermal Imaging

O�dell Hicks
ShaderX3, 2004.

Real-Time Texture-Space Skin Rendering

David R. Gosselin, Pedro V. Sander, and Jason L. Mitchell
ShaderX3, 2004.

Dot3 Cel Shading

Ron Barbosa
ShaderX3, 2004.

Hardware-Accelerated Charcoal Rendering

Markus Nuebel
ShaderX3, 2004.

Detail Texture Motion Blur

Shawn Hargreaves
ShaderX3, 2004.

Animation and Display of Water

Stefano Lanza
ShaderX3, 2004.

Rendering Semitransparent Layered Media

Chris Oat
ShaderX3, 2004.

Hair Rendering and Shading

Thorsten Scheuermann
ShaderX3, 2004.

Reduction of Lighting Calculations Using Spherical Harmonics

Vlad Stamate
ShaderX3, 2004.




Software Shaders and Shader Programming Tips

Optimizing Dx9 Vertex Shaders for Software Vertex Processing

Kent F. Knox
ShaderX3, 2004.

Software Shaders and DirectX DLL Implementation

Nicolas Capens
ShaderX3, 2004.

Tactical Path-Finding Using Stochastic Maps on the GPU

Khanh Phong Ly
ShaderX3, 2004.

FX Composer 1.5-Standardization

Chris Maughan and Daniel Horowitz
ShaderX3, 2004.




Image Space

A Steerable Streak Filter

Chris Oat
ShaderX3, 2004.

Adaptive Glare

Tiago Sousa
ShaderX3, 2004.

Color Grading

Ronny Burkersroda
ShaderX3, 2004.

Improved Depth-of-Field Rendering

Thorsten Scheuermann and Natalya Tatarchuk
ShaderX3, 2004.

Lighting Precomputation Using the Relighting Map

Tien-Tsin Wong, Chi-Sing Leung, and Kwok-Hung Choy
ShaderX3, 2004.

Shaderey-NPR Style Rendering

Aras Pranckevicius
ShaderX3, 2004.




Shadows

Poisson Shadow Blur

Jason L. Mitchell
ShaderX3, 2004.

Fractional-Disk Soft Shadows

Michal Valient and Willem H. de Boer
ShaderX3, 2004.

Fake Soft Shadows Using Precomputed Visibility Distance Functions

Aras Pranckevicius
ShaderX3, 2004.

Efficient Omnidirectional Shadow Maps

Gary King and William Newhall
ShaderX3, 2004.




Engine Design

An Extensible Direct3D Resource Management System

Wessam Bahnassi
ShaderX3, 2004.

Integrating Shaders into the Vision Rendering Engine

Dag Frommhold and Florian Born
ShaderX3, 2004.

Effect Parameters Manipulation Framework

Wessam Bahnassi
ShaderX3, 2004.

Shader Visualization Systems for the Art Pipeline

Homam Bahnassi and Wessam Bahnassi
ShaderX3, 2004.

Drawing a Crowd

David R. Gosselin, Pedro V. Sander, and Jason L. Mitchell
ShaderX3, 2004.




Tools

In-Depth Performance Analyses of DirectX9 Shading Hardware Concerning Pixel Shader and Texture Performance

Joachim Diepstraten and Mike EiBele
ShaderX3, 2004.

Shaderbreaker

Magnus �sterlind
ShaderX3, 2004.

Generating Shaders from HLSL Fragments

Shawn Hargreaves
ShaderX3, 2004.




Environmental Effects

Light Shaft Rendering

Jason L. Mitchell
ShaderX3, 2004.

Rendering Rainbows

Clint S. Brewer
ShaderX3, 2004.

A Practical Analytic Model for Daylight with Shaders

Marco Sp�rl
ShaderX3, 2004.

Volumetric Clouds

Jesse Laeuchli
ShaderX3, 2004.

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