I Geometry Manipulation
Wolfgang Engel, editor
Wolfgang Engel, editor
- Vertex Shader Tesselatin by Holger Gruen
- Real-time Deformable Terrain Rendering by Egor Yusov
- Optimized Stadium Crowd Rendering by Alan Chambers
- Geometric Anti-Aliasing Methods by Emil Persson
II Rendering
Christopher Oat, editor
Christopher Oat, editor
- Practical Elliptical Texture Filtering by Pavlos Mavridis and Georgios Papaioannou
- An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering by Christian Schüler
- Volumetric Real-Time Water and Foam Rendering by Daniel Scherzer, Florian Bagar and Oliver Mattausch
- CryENGINE 3 by Tiago Sousa, Nick Kasyan, and Nicolas Schulz
- Inexpensive Anti-Aliasing of Simple Objects by Mikkel Gjol and Mark Gjol
III Global Illumination Effects
Carsten Dachsbacher, editor
Carsten Dachsbacher, editor
- Ray-traced Approximate Reflections Using a Grid of Oriented Splats by Holger Gruen
- Screen-space Bent Cones: A Practical Approach by Oliver Klehm, Tobias Ritschel, Elmar Eisemann, Hans-Peter Seidel
- Real-time Near-field Global Illumination based on a Voxel Model by Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Mueller
IV Shadows
Wolfgang Engel, editor
Wolfgang Engel, editor
- Efficient Online Visibility for Shadow Maps by Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer and Michael Wimmer
- Depth Rejected Gobo Shadows by John White
V 3D Engine Design
Wessam Bahnassi, editor
Wessam Bahnassi, editor
- Z3 Culling by Pascal Gautron, Jean-Eudes Marvie and Gaël Sourimant
- Quaternion-based rendering pipeline by Dzmitry Malyshau
- Implementing a Directionally Adaptive Edge AA Filter using DirectX 11 by Matthew Johnson
- Designing a Data-Driven Renderer by Donal Revie
VI GPGPU
Sebastien St-Laurent, editor
Sebastien St-Laurent, editor
- Volumetric transparency with Per-Pixel Fragment Lists" by Laszlo Szecsi, Pal Barta and Balazs Kovacs
- Practical Binary Surface and Solid Voxelization with Direct3D 11 by Michael Schwarz
- Interactive Ray Tracing Using the Compute Shader in DirectX 11 by Arturo Garca, Francisco Avila, Sergio Murgua and Leo Reyes
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