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ShaderX4: Advanced Rendering Techniques
46 Articles, Edited by Wolfgang Engel, 2006.


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Geometry Manipulation

Better Geometry Batching Using Light Buffers

Renaldas Zioma
ShaderX4, 2006.

Practical Cloth Simulation on Modern GPUs

Cyril Zeller
ShaderX4, 2006.

Shader Implementation of Discrete Wavelet Transform

Tien-Tsin Wong and Chi-Sing Leung
ShaderX4, 2006.

Morph Target Animation Using DirectXMorph

Christian Kleinhuis
ShaderX4, 2006.

Real-Time Character Animation on the GPU

Michael Nischt and Elisabeth Andr?br>ShaderX4, 2006.

AntiTextures

Wessam Bahnassi
ShaderX4, 2006.




Rendering Techniques

Interlaced Rendering

Oles V. Shishkovtsov
ShaderX4, 2006.

Triangle Mesh Tangent Space Calculation

Martin Mittring
ShaderX4, 2006.

Hardware-Based Ambient Occlusion

Dustin Franklin
ShaderX4, 2006.

Ambient Occlusion Fields

Janne Kontkanen and Samuli Laine
ShaderX4, 2006.

Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach

F�bio Policarpo and Manuel M. Oliveira
ShaderX4, 2006.

Real-Time Obscurances with Color Bleeding

Alex M�ndez-Feliu, Mateu Sbert, Jordi Cat? Nicolau Sunyer, and Sergi Funtan?br>ShaderX4, 2006.

Bump My Shiny Metal

Andrew Aksyonoff
ShaderX4, 2006.

Ray-Traced Fog Volumes

Holger Gr�n and Marco Spoerl
ShaderX4, 2006.

Dynamic Global Illumination Using Tetrahedron Environment Mapping

Imagire Takashi
ShaderX4, 2006.

Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance

Joachim Diepstraten and Tibor Sch�tz
ShaderX4, 2006.

Dynamic Glossy Environment Reflections Using Summed-Area Tables

Justin Hensley and Thorsten Scheuermann
ShaderX4, 2006.

Real-Time Caustics by GPU

Masahiko Nitanda
ShaderX4, 2006.

Dot-Product for Efficient Detail Texture Mapping

Renaldas Zioma
ShaderX4, 2006.

Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map

Tien-Tsin Wong, Liang Wan, Chi-Sing Leung, and Ping-Man Lam
ShaderX4, 2006.

I3: Interactive Indirect Illumination

Carsten Dachsbacher and Marc Stamminger
ShaderX4, 2006.




Image Space

Texture Compression with Coefficient Domain Shaders

Chi-Sing Leung, Ping-Man Lam and Tien-Tsin Wong
ShaderX4, 2006.

Motion Blurring Environment Maps

Jason Mitchell
ShaderX4, 2006.

Simulating the Visual Effects of a Video Recording System

Joachim Diepstraten
ShaderX4, 2006.




Shadows

Soft Projected Shadows

Aras Pranckevic�ius
ShaderX4, 2006.

Eliminate Surface Acne with Gradient Shadow Mapping

Christian Sch�ler
ShaderX4, 2006.

Real-Time Soft Shadows Using the PDSM Technique

Jean-Fran�ois St. Amour, Eric Paquette, Pierre Poulin, Philippe Beaudoin
ShaderX4, 2006.

Robust Shadow Mapping with Light-Space Perspective Shadow Maps

Michael Wimmer and Daniel Scherzer
ShaderX4, 2006.

Making Shadow Buffers Robust Using Multiple Dynamic Frustums

Tom Forsyth
ShaderX4, 2006.




3D Engine Design

Tips and Tricks for D3DX Effects Based Renderer

Aras Pranckevic�ius
ShaderX4, 2006.

Post-Processing Effects Scripting

Gilberto Rosado
ShaderX4, 2006.

Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine

Wolfgang Engel
ShaderX4, 2006.




Beyond Pixels and Triangles

Real-Time Damage Deformation Methods

Vlad Stamate
ShaderX4, 2006.

Ray Tracing Effects without Tracing Rays

L�szl?Szirmay-Kalos, Barnab�s Asz�di, and Istv�n Laz�nyi
ShaderX4, 2006.

Implementing Ray Tracing on the GPU

Martin Christen
ShaderX4, 2006.

GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach

Renaldas Zioma
ShaderX4, 2006.




Environmental Effects

Winter Wonderland

Bryan Dudash
ShaderX4, 2006.

Rendering Snow Cover

Gilberto Rosado
ShaderX4, 2006.

Cached Procedural Textures for Terrain Rendering

Carsten Dachsbacher and Marc Stamminger
ShaderX4, 2006.

True-to-Life Real-Time Animation of Shallow Water on Today�s GPUs

Yung-feng Chi
ShaderX4, 2006.




Tools, Tips, and Tricks

The SuperShader

Morgan McGuire
ShaderX4, 2006.

Implementing Radiosity for a Light Map Precomputation Tool

Florian Born
ShaderX4, 2006.

Indicator Materials

Kurt Pelzer
ShaderX4, 2006.

Dynamic Branching on Non-PS3.0 Hardware

Emil Persson
ShaderX4, 2006.

GLSL Shader Debugging with GLIntercept

Damian Trebilco
ShaderX4, 2006.

GPU Performance of DirectX 9 Per-Fragment Operations Revisited

Mike EiBelle
ShaderX4, 2006.

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