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关于学习文档整理 不定时更新

1、图形学

Game Programming Gems

Game Programming Gems 1

Section 4 Polygonal Techniques 4.0 Optimizing Vertex Submissions for OpenGL 4.1 Tweaking A Vertex's Projected Depth Value 4.2 The Vector Camera 4.3 Camera Control Techniques 4.4 A Fast Cylinder-Frustum Intersection Test 4.5 3D Collision Detection 4.6 Multi-Resolution Maps for Interaction Detection 4.7 Computing the Distance into a Sector 4.8 Object Occlusion Culling 4.9 Never Let 'Em See You Pop - Issues in Geometric Level of Detail Selection 4.10 Octree Construction 4.11 Loose Octrees 4.12 View-Independent Progressive Meshing 4.13 Interpolated 3D Keyframe Animation 4.14 A Fast and Simple Skinning Techniques 4.15 Filling the Gaps - Advanced Animation Using Stitching and Skinning 4.16 Real-Time Realistic Terrain Generation 4.17 Fractal Terrain Generation - Fault Formation 4.18 Fractal Terrain Generation - Midpoint Displacement 4.19 Fractal Terrain Generation - Particle Deposition

Section 5 Pixel Effects

5.0 2D Lens Flare 5.1 Using 3D Hardware for 2D Sprite Effects 5.2 Motif-Based Static Lighting 5.3 Simulated Real-Time Lighting Using Vertex Color Interpolation 5.4 Attenuation Maps 5.5 Advanced Texturing Using Texture Coordinate Generation 5.6 Hardware Bump Mapping 5.7 Ground-Plane Shadows 5.8 Real-Time Shadows on Complex Objects 5.9 Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term 5.10 Convincing-Looking Glass for Games 5.11 Refraction Mapping for Liquids in Containers

Game Programming Gems 2

Section 4 - Geometry Management 4.1 Comparison of VIPM Methods 4.2 Simplified Terrain Using Interlocking Tiles 4.3 Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching 4.4 Compressed Axis-Aligned Bounding Box Trees 4.5 Direct Access Quadtree Lookup 4.6 Approximating Fish Tank Refractions 4.7 Rendering Print Resolution Screenshots 4.8 Applying Decals to Arbitrary Surfaces 4.9 Rendering Distant Scenery with Skyboxes 4.10 Self-Shadowing Characters 4.11 Classic Super Mario 64 Third-Person Control and Animation

Section 5 - Graphics Display

5.1 Cartoon Rendering: Real-time Silhouette Edge Detection and Rendering 5.2 Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders 5.3 Dynamic Per-Pixel Lighting Techniques 5.4 Generating Procedural Clouds Using 3D Hardware 5.5 Texture Masking for Faster Lens Flare 5.6 Practical Priority Buffer Shadows 5.7 Impostors: Adding Clutter 5.8 Operations for Hardware-Accelerated Procedural Texture Animation

Game Programming Gems 3

Section 4 Graphics 4.1 T-Junction Elimination and Retriangulation 4.2 Fast Heightfield Normal Calculation 4.3 Fast Patch Normals 4.4 Fast and Simple Occlusion Culling 4.5 Triangle Strip Creation, Optimizations, and Rendering 4.6 Computing Optimized Shadow Volumes for Complex Data Sets 4.7 Subdivision Surfaces for Character Animation 4.8 Improved Deformation of Bones 4.9 A Framework for Realistic Character Locomotion 4.10 A Programmable Vertex Shader Compiler 4.11 Billboard Beams 4.12 3D Tricks for Isometric Engines 4.13 Curvature Simulation Using Normal Maps 4.14 Methods for Dynamic, Photorealistic Terrain Lighting 4.15 Cube Map Lighting Techniques 4.16 Procedural Texturing 4.17 Unique Textures 4.18 Textures as Lookup Tables for Per-Pixel Lighting Computations 4.19 Rendering with Handcrafted Shading Models

Game Programming Gems 4

Section 5 Graphics 5.1 Poster Quality Screenshots 5.2 GPU Shadow Volume Construction for Nonclosed Meshes 5.3 Perspective Shadow Maps 5.4 Combined Depth and ID-Based Shadow Buffers 5.5 Carving Static Shadows into Geometry 5.8 Techniques to Apply Team Colors to 3D Models 5.9 Fast Sepia Tone Conversion 5.10 Dynamic Gamma Using Sampled Scene Luminance 5.11 Heat and Haze Post-Processing Effects 5.13 Motion Capture Data Compression 5.14 Fast Collision Detection for 3D Bones-Based Articulated Characters 5.15 Terrain Occlusion Culling with Horizons

Game Programming Gems 5 Section 5 Graphics 5.1 Realistic Cloud Rendering on Modern GPUs 5.2 Let It Snow, Let It Snow, Let It Snow (and Rain) 5.3 Widgets: Rendering Fast and Persistent Foliage 5.4 2.5 Dimensional Impostors for Realistic Trees and Forests 5.5 Gridless Controllable Fire 5.6 Powerful Explosion Effects Using Billboard Particles 5.7 A Simple Method for Rendering Gemstones 5.8 Volumetric Post-Processing 5.9 Procedural Level Generation 5.10 Recombinant Shaders

Game Programming Gems 6

Section 5 Graphics 5.1 Synthesis of Realistic Idle Motion for Interactive Characters 5.2 Spatial Partitioning Using an Adaptive Binary Tree 5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes 5.4 Skin Splitting for Optimal Rendering 5.5 GPU Terrain Rendering 5.6 Interactive Fluid Dynamics and Rendering on the GPU 5.7 Fast Per-Pixel Lighting with Many Lights 5.8 Rendering Road Signs Sharply 5.9 Practical Sky Rendering for Games 5.10 High Dynamic Range Rendering Using OpenGL Frame Buffer Objects

Game Programming Gems 7 Section 5 Graphics 5.1. Advanced Particle Deposition 5.2. Reducing Cumulative Errors in Skeletal Animations 5.3. An Alternative Model for Shading of Diffuse Light for Rough Materials 5.4. High-Performance Subdivision Surfaces 5.5. Animating Relief Impostors Using Radial Basis Functions Textures 5.6. Clipmapping on SM1.1 and Higher 5.7. An Advanced Decal System 5.8. Mapping Large Textures for Outdoor Terrain Rendering 5.9. Art-Based Rendering with Graftal Imposters 5.10. Cheap Talk: Dynamic Real-Time Lipsync

Game Programming Gems 8 Section 1 Graphics 1.1 Fast Font Rendering with Instancing 1.2 Principles and Practice of Screen Space Ambient Occlusion 1.3 Multi-Resolution Deferred Shading 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11 1.5 Ambient Occlusion Using DirectX Compute Shader 1.6 Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping 1.7 Overlapped Execution on Programmable Graphics Hardware 1.8 Techniques for Effective Vertex and Fragment Shading on the SPUs

Game Engine Gems Game Engine Gems, Volume 1 Part II — Rendering Techniques Physically-Based Outdoor Scene Lighting Rendering Physically-Based Skyboxes Motion Blur and the Velocity-Depth-Gradient Buffer Fast Screen-space Ambient Occlusion and Indirect Lighting Real-Time Character Dismemberment A Deferred Decal Rendering Technique Game Engine Gems, Volume 2 Part I — Graphics and Rendering Fast Computation of Tight-Fitting Oriented Bounding Boxes Modeling, Lighting, and Rendering Techniques for Volumetric Clouds Simulation of Night-Vision and Infrared Sensors Screen-Space Classification for Efficient Deferred Shading Delaying OpenGL Calls A Framework for GLSL Engine Uniforms A Spatial and Temporal Coherence Framework for Real-Time Graphics Implementing a Fast Diffusion DOF Solver Automatic Dynamic Stereoscopic 3D Practical Stereo Rendering Making 3D Stereoscopic Games A Generic Multi-View Rendering Engine Architecture 3D in a Web Browser 2D Magic Game Engine Gems, Volume 3 Part I — Graphics and Rendering The Open Game Engine Exchange Format Realistic Blending of Skies, Water, and Terrain Fog with a Linear Density Function Vegetation Management in Leadwerks Game Engine 4 Smooth Horizon Mapping Buffer-Free Generation of Triangle Strip Cube Vertices Edge-Preserving Smoothing Filter for Particle Based Rendering Variable Precision Pixel Shading for Improved Power Efficiency A Fast and High-Quality Texture Atlasing Algorithm Insights OpenGL Insights Teaching Computer Graphics Starting with Shader-Based OpenGL Transitioning Students to Post-Deprecation OpenGL WebGL for OpenGL Developers Porting Mobile Apps to WebGL The GLSL Shader Interfaces An Introduction to Tessellation Shaders Procedural Textures in GLSL OpenGL SC Emulation Based on OpenGL and OpenGL ES Mixing Graphics and Compute with Multiple GPUs GPU Tessellation: We Still Have a LOD of Terrain to Cover Antialiased Volumetric Lines Using Shader-Based Extrusion 2D Shape Rendering by Distance Fields Efficient Text Rendering in WebGL Layered Textures Rendering Pipeline Depth of Field with Bokeh Rendering Real-Time Physically Based Deformation Using Transform Feedback Hierarchical Depth Culling and Bounding-Box Management on the GPU Massive Number of Shadow-Casting Lights with Layered Rendering Efficient Layered Fragment Buffer Techniques Programmable Vertex Pulling Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer Performance Tuning for Tile-Based Architectures Exploring Mobile vs. Desktop OpenGL Performance Improving Performance by Reducing Calls to the Driver Indexing Multiple Vertex Arrays Multi-GPU Rendering on NVIDIA Quadro Asynchronous Buffer Transfers Fermi Asynchronous Texture Transfers WebGL Models: End-to-End In-Game Video Capture with Real-Time Texture Compression An OpenGL-Friendly Geometry File Format and Its Maya Exporter ARB_debug_output: A Helping Hand for Desperate Developers The OpenGL Timer Query A Real-Time Profiling Tool Browser Graphics Analysis and Optimizations Performance State Tracking Monitoring Graphics Memory Usage The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D SceneJS: A WebGL-Based Scene Graph Engine Features WebGL and Design Choices in SpiderGL Multimodal Interactive Simulations on the Web A Subset Approach to Using OpenGL and OpenGL ES Jesse Barker, Alexandros Frantzis The Build Syndrome

WebGL Insights ANGLE: A Desktop Foundation for WebGL Mozilla's Implementation of WebGL Continuous Testing of Chrome's WebGL Implementation Getting Serious with JavaScript Emscripten & WebGL Data Visualization with WebGL: from Python to JavaScript Teaching an Introductory Computer Graphics Course with WebGL Bug-Free and Fast Mobile WebGL WebGL Engine Design in Babylon.js Rendering Optimizations in the Turbulenz Engine Performance and Rendering Algorithms in Blend4Web Sketchfab Material Pipeline: From File Variations to Shader Generation glslify: A module system for GLSL Budgeting Frame Time Deferred Shading in Luma HDR Image-Based Lighting on the Web Real-Time Volumetric Lighting for WebGL Terrain Geometry – LOD Adapting Concentric Rings Data Visualization Techniques with WebGL hare3d - Rendering Large Models in the Browser The BrainBrowser Surface Viewer: WebGL-based Neurological Data Visualization Usability of WebGL Applications Designing Cameras for WebGL Applications

GPU Gems GPU Gems 1 Part I: Natural Effects Chapter 1. Effective Water Simulation from Physical Models Chapter 2. Rendering Water Caustics Chapter 3. Skin in the "Dawn" Demo Chapter 4. Animation in the "Dawn" Demo Chapter 5. Implementing Improved Perlin Noise Chapter 6. Fire in the "Vulcan" Demo Chapter 7. Rendering Countless Blades of Waving Grass Chapter 8. Simulating Diffraction

Part II: Lighting and Shadows Chapter 9. Efficient Shadow Volume Rendering Chapter 10. Cinematic Lighting Chapter 11. Shadow Map Antialiasing Chapter 12. Omnidirectional Shadow Mapping Chapter 13. Generating Soft Shadows Using Occlusion Interval Maps Chapter 14. Perspective Shadow Maps: Care and Feeding Chapter 15. Managing Visibility for Per-Pixel Lighting

Part III: Materials Chapter 16. Real-Time Approximations to Subsurface Scattering Chapter 17. Ambient Occlusio Chapter 18. Spatial BRDFs Chapter 19. Image-Based Lighting Chapter 20. Texture Bombing

Part IV: Image Processing Chapter 21. Real-Time Glow Chapter 22. Color Controls Chapter 23. Depth of Field: A Survey of Techniques Chapter 24. High-Quality Filtering Chapter 25. Fast Filter-Width Estimates with Texture Maps Chapter 26. The OpenEXR Image File Format Chapter 27. A Framework for Image Processing

Part V: Performance and Practicalities Chapter 28. Graphics Pipeline Performance Chapter 29. Efficient Occlusion Culling Chapter 30. The Design of FX Composer Chapter 31. Using FX Composer Chapter 32. An Introduction to Shader Interfaces Chapter 33. Converting Production RenderMan Shaders to Real-Time Chapter 34. Integrating Hardware Shading into Cinema 4D Chapter 35. Leveraging High-Quality Software Rendering Effects in Real-Time Applications Chapter 36. Integrating Shaders into Applications

Part VI: Beyond Triangles Chapter 37. A Toolkit for Computation on GPUs Chapter 38. Fast Fluid Dynamics Simulation on the GPU Chapter 39. Volume Rendering Techniques Chapter 40. Applying Real-Time Shading to 3D Ultrasound Visualization Chapter 41. Real-Time Stereograms Chapter 42. Deformers

GPU Gems 2 Part I: Geometric Complexity Chapter 1. Toward Photorealism in Virtual Botany Chapter 2. Terrain Rendering Using GPU-Based Geometry Clipmaps Chapter 3. Inside Geometry Instancing Chapter 4. Segment Buffering Chapter 5. Optimizing Resource Management with Multistreaming Chapter 6. Hardware Occlusion Queries Made Useful Chapter 7. Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping Chapter 8. Per-Pixel Displacement Mapping with Distance Functions

Part II: Shading, Lighting, and Shadows Chapter 9. Deferred Shading in S.T.A.L.K.E.R. Chapter 10. Real-Time Computation of Dynamic Irradiance Environment Maps Chapter 11. Approximate Bidirectional Texture Functions Chapter 12. Tile-Based Texture Mapping Chapter 13. Implementing the mental images Phenomena Renderer on the GPU Chapter 14. Dynamic Ambient Occlusion and Indirect Lighting Chapter 15. Blueprint Rendering and "Sketchy Drawings" Chapter 16. Accurate Atmospheric Scattering Chapter 17. Efficient Soft-Edged Shadows Using Pixel Shader Branching Chapter 18. Using Vertex Texture Displacement for Realistic Water Rendering Chapter 19. Generic Refraction Simulation

Part III: High-Quality Rendering Chapter 20. Fast Third-Order Texture Filtering Chapter 21. High-Quality Antialiased Rasterization Chapter 22. Fast Prefiltered Lines Chapter 23. Hair Animation and Rendering in the Nalu Demo Chapter 24. Using Lookup Tables to Accelerate Color Transformations Chapter 25. GPU Image Processing in Apple's Motion Chapter 26. Implementing Improved Perlin Noise Chapter 27. Advanced High-Quality Filtering Chapter 28. Mipmap-Level Measurement

Part IV: General-Purpose Computation on GPUS: A Primer Chapter 29. Streaming Architectures and Technology Trends Chapter 30. The GeForce 6 Series GPU Architecture Chapter 31. Mapping Computational Concepts to GPUs Chapter 32. Taking the Plunge into GPU Computing Chapter 33. Implementing Efficient Parallel Data Structures on GPUs Chapter 34. GPU Flow-Control Idioms Chapter 35. GPU Program Optimization Chapter 36. Stream Reduction Operations for GPGPU Applications

Part V: Image-Oriented Computing Chapter 37. Octree Textures on the GPU Chapter 38. High-Quality Global Illumination Rendering Using Rasterization Chapter 39. Global Illumination Using Progressive Refinement Radiosity Chapter 40. Computer Vision on the GPU Chapter 41. Deferred Filtering: Rendering from Difficult Data Formats Chapter 42. Conservative Rasterization

Part VI: Simulation and Numerical Algorithms Chapter 43. GPU Computing for Protein Structure Prediction Chapter 44. A GPU Framework for Solving Systems of Linear Equations Chapter 45. Options Pricing on the GPU Chapter 46. Improved GPU Sorting Chapter 47. Flow Simulation with Complex Boundaries Chapter 48. Medical Image Reconstruction with the FFT

GPU Gems 3 Part I: Geometry Chapter 1. Generating Complex Procedural Terrains Using the GPU Chapter 2. Animated Crowd Rendering Chapter 3. DirectX 10 Blend Shapes: Breaking the Limits Chapter 4. Next-Generation SpeedTree Rendering Chapter 5. Generic Adaptive Mesh Refinement Chapter 6. GPU-Generated Procedural Wind Animations for Trees Chapter 7. Point-Based Visualization of Metaballs on a GPU

Part II: Light and Shadows Chapter 8. Summed-Area Variance Shadow Maps Chapter 9. Interactive Cinematic Relighting with Global Illumination Chapter 10. Parallel-Split Shadow Maps on Programmable GPUs Chapter 11. Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders Chapter 12. High-Quality Ambient Occlusion Chapter 13. Volumetric Light Scattering as a Post-Process

Part III: Rendering Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering Chapter 15. Playable Universal Capture Chapter 16. Vegetation Procedural Animation and Shading in Crysis Chapter 17. Robust Multiple Specular Reflections and Refractions Chapter 18. Relaxed Cone Stepping for Relief Mapping Chapter 19. Deferred Shading in Tabula Rasa Chapter 20. GPU-Based Importance Sampling

Part IV: Image Effects Chapter 21. True Impostors Chapter 22. Baking Normal Maps on the GPU Chapter 23. High-Speed, Off-Screen Particles Chapter 24. The Importance of Being Linear Chapter 25. Rendering Vector Art on the GPU Chapter 26. Object Detection by Color: Using the GPU for Real-Time Video Image Processing Chapter 27. Motion Blur as a Post-Processing Effect Chapter 28. Practical Post-Process Depth of Field

Part V: Physics Simulation Chapter 29. Real-Time Rigid Body Simulation on GPUs Chapter 30. Real-Time Simulation and Rendering of 3D Fluids Chapter 31. Fast N-Body Simulation with CUDA Chapter 32. Broad-Phase Collision Detection with CUDA Chapter 33. LCP Algorithms for Collision Detection Using CUDA Chapter 34. Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra Chapter 35. Fast Virus Signature Matching on the GPU

Part VI: GPU Computing Chapter 36. AES Encryption and Decryption on the GPU Chapter 37. Efficient Random Number Generation and Application Using CUDA Chapter 38. Imaging Earth's Subsurface Using CUDA Chapter 39. Parallel Prefix Sum (Scan) with CUDA Chapter 40. Incremental Computation of the Gaussian Chapter 41. Using the Geometry Shader for Compact and Variable-Length GPU Feedback

ShaderX Shaderx 1 Vertex and Pixel Shader Tips and Tricks Part 1: Introduction to Shader Programming Part 2: Vertex Shader Tricks Vertex Decompression in a Shader Shadow Volume Extrusion Using a Vertex Shader Character Animation with Direct3D Vertex Shaders Lighting a Single-Surface Object Optimizing Software Vertex Shaders Compendium of Vertex Shader Tricks Perlin Noise and Returning Results from Shader Programs

Part 3: Pixel Shader Tricks Blending Textures for Terrain Image Processing with 1.4 Pixel Shaders in Direct3D Hallo World -- Font Smoothing with Pixel Shaders Emulating Geometry with Shaders -- Imposters Smooth Lighting with ps.1.4 Per-Pixel Fresnel Term Diffuse Cube Mapping Accurate Reflections and Refractions UV Flipping Technique to Avoid Repetition Photorealistic Faces with Vertex and Pixel Shaders Non-Photorealistic Rendering with Pixel and Vertex Shaders Animated Grass with Pixel and Vertex Shaders Texture Perturbation Effects Rendering Ocean Water Rippling Reflective and Refractive Water Crystal/Candy Shader Bubble Shader Per-Pixel Strand-Based Anisotropic Lighting A Non-Integer Power Function on the Pixel Shader Bump Mapped BRDF Rendering Real-Time Simulation and Rendering of Particle Flows

Part 4: Using 3D Textures with Shaders 3D Textures and Pixel Shaders Truly Volumetric Effects

Part 5: Engine Design with Shaders First Thoughts on Designing a Shader-Driven Game Engine Visualization with the Krass Game Engine Designing a Vertex Shader-Driven 3D Engine for the Quake III Format

ShaderX2 - Introductions and Tutorials with DirectX9 Introduction to the DirectX High Level Shading Language 1 Introduction to the vs_3_0 and ps_3_0 Shader Models Advanced Lighting and Shading with Direct3D 9 Introduction to Different Fog Effects Shadow Mapping with Direct3D 9 The Theory of Stencil Shadow Volumes Shader Development Using RenderMonkey Tips for Creating Shader-Friendly 3D Models

ShaderX2 Shader Programming Tips Tricks with DirectX9 Section I - Geometry Manipulation Tricks Using Vertex Shaders for Geometry Compression Using Lookup Tables in Vertex Shaders Terrain Geomorphing in the Vertex Shader 3D Planets on the GPU Cloth Animation with Pixel and Vertex Shader Collision Shaders Displacement Mapping

Section II - Rendering Techniques Rendering Objects as Thick Volumes Screen-aligned Particles with Minimal VertexBuffer Locking Hemisphere Lighting with Radiosity Maps Galaxy Textures Turbulent Sun Fragment-level Phong Illumination Specular Bump Mapping on Pre-ps_1_4 Hardware Voxel Rendering with PS_3_0 161 Simulating Blending Operations on Floating-point Render Targets Rendering Volumes in a Vertex & Pixel Program by Ray Tracing Normal Map Compression Drops of Water and Texture Sprites Advanced Water Effects Efficient Evaluation of Irradiance Environment Maps Practical Precomputed Radiance Transfer Advanced Sky Dome Rendering Deferred Shading with Multiple Render Targets Meshuggah*s Effects Explained Layered Car Paint Shader Motion Blur Using Geometry and Shading Distortion Simulation of Iridescence and Translucency on Thin Surfaces Floating-point Cube Maps Stereoscopic Rendering in Hardware Using Shaders Hatching, Stroke Styles, and Pointillism Layered Fog Dense Matrix Algebra on the GPU

Section III - Software Shaders and Shader Programming Tips Software Vertex Shader Processing x86 Shaders-ps_2_0 Shaders in Software SoftD3D: A Software-only Implementation of Microsoft*s Direct3D API Named Constants in Shader Development

Section IV - Image Space Advanced Image Processing with DirectX 9 Pixel Shaders Night Vision: Frame Buffer Post-processing with ps.1.1 Hardware Non-Photorealistic Post-processing Filters in MotoGP 2 Image Effects with DirectX 9 Pixel Shaders Using Pixel Shaders to Implement a Mosaic Effect Using Character Glyphs Mandelbrot Set Rendering Real-Time Depth of Field Simulation

Section V - Shadows Soft Shadows Robust Object ID Shadows Reverse Extruded Shadow Volumes

Section VI - 3D Engine and Tools Design Shader Abstraction Post-Process Fun with Effects Buffers Shaders under Control (Codecreatures Engine) Shader Integration in the Gamebryo Graphics Engine Vertex Shader Compiler Shader Disassembler

ShaderX 3 Section 1 - Introduction and Geometry Manipulation 1.1 Accessing and modifying topology on the GPU 1.2 Rendering of Complex Formulas 1.3 Deforming of Mesh Objects using HLSL 1.4 Morphing between two different Objects 1.5 Silhouette Geometry Shaders 1.6 GLSL Real-time Shader Development

Section 2 - Rendering Techniques 2.1 Parallax Mapping 2.2 Deferred Lighting on PS 3.0 with High Dynamic Range 2.3 Reflections from Bumpy Surfaces 2.4 Massively Parallel Particle Systems on the GPU 2.5 Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing 2.6 Improved Batching Via Texture Atlases 2.7 A Simulation of Thermal Imaging 2.8 Real-Time Texture-Space Skin Rendering 2.9 Dot3 Cel Shading 2.10 Hardware Accelerated Charcoal Rendering 2.11 Detail Texture Motion Blur 2.12 Animation and display of water 2.13 Rendering Semitransparent Layered Media 2.14 Hair Rendering and Shading 2.15 Reduction of lighting calculations using Spherical Harmonics

Section 3 - Software Shaders and Shader Programming Tips 3.1 Optimizing Dx9 Vertex Shaders for Software Vertex Processing 3.2 Software Shaders and DirectX DLL Implementation 3.3 Tactical Path-Finding using Stochastic Maps on the GPU 3.4 FX Composer 1.5 Standardization

Section 4 - Image Space 4.1 A Steerable Streak Filter 4.2 Adaptive Glare 4.3 Color Grading 4.4 Improved Depth of Field Rendering 4.5 Lighting Precomputation Using the Relighting Map 4.6 Shaderey - NPR Style Rendering

Section 5 - Shadows 5.1 Poisson Shadow Blur 5.2 Fractional-Disk Soft Shadows 5.3 Fake Soft Shadows Using Precomputed Visibility Distance Functions 5.4 Efficient Omnidirectional Shadow Maps

Section 6 - 3D Engine Design 6.1 An Extensible Direct3D Resource Management System 6.2 Integrating Shaders into the Vision Rendering Engine 6.3 Effect Parameters Manipulation Framework 6.4 Shader Visualization Systems for The Art Pipeline 6.5 Drawing a Crowd

Section 7 -Tools Environmental Effects 7.1 In-Depth Performance Analyses of DirectX9 Shading Hardware concerning Pixel Shader and Texture Performance 7.2 Shaderbreaker 7.3 Generating Shaders From HLSL Fragments

Section 8 - Environmental Effects 8.1 Light Shaft Rendering 8.2 Rendering Rainbows 8.3 A Practical Analytic Model for Daylight with Shaders 8.4 Volumetric Clouds

ShaderX 4 Section 1 - Geometry Manipulation 1.1 Better geometry batching using light buffers 1.2 Practical Cloth Simulation for Modern GPU 1.3 Shader Implementation of Discrete Wavelet Transform 1.4 Morph Target Animation 1.5 Real-Time Character Animation on the GPU 1.6 Skinning with AniTextures

Section 2 - Rendering Techniques 2.1 Interlaced Rendering 2.2 Triangle mesh tangent space calculation 2.3 Hardware-Based Ambient Occlusion 2.4 Ambient Occlusion Fields 2.5 Rendering Surface Details with Relief Mapping 2.6 Real-time Obscurances with Color Bleeding 2.7 Bump My Shiny Metal 2.8 Fog Volumes 2.9Dynamical global illuminations using an environment map 2.10 Real-time Rendering and Simulation of the Airbrush Media for Metallic Appearance 2.11 Dynamic Glossy Environment Reflections Using Summed-Area Tables 2.12 Real-time caustics by GPU 2.13 Dot-Product for efficient detail texture mapping 2.14 Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map 2.15 Reflective Shadow Maps

Section 3 - Image Space 3.1 Texture Compression with Coefficient Domain Shaders 3.2 Motion Blurring Environment Maps 3.3 Simulating the Visual Effects of a Video Recording System 4.1 Soft Projected Shadows 4.2 Eliminate surface acne with gradient shadow mapping 4.3 Real-time soft shadows using the PDSM technique 4.4 Robust Shadow Mapping with Light-Space Perspective Shadow Maps 4.5 Shadowbuffer Frustum Partitioning

Section 5 - 3D Engine Design 5.1 Tips and Tricks for D3DX Effects Based Renderer 5.2 Post-Processing Effects using DXSAS 5.3Case Study: Designing a Shader-Subsystem for a Next-Gen Graphics Engine

Section 6 - Beyond Pixels and Triangles 6.1 Real-time damage deformation methods 6.2 Ray Tracing Effects without Tracing Rays 6.3 Implementing Ray-Tracing on the GPU 6.4 GPU powered path-finding using precomputed Navigation Mesh approach

Section 7 - Environmental Effects 7.1 Winter Wonderland 7.2 Rendering Snow Cover 7.3 Cached Procedural Textures for Terrain Rendering 7.4 A Dynamic Sky System 7.5 True-to-life Real-time Animation of Shallow Water on Today s GPUs

Section 8 - Tools 8.1 The SuperShader 8.2 Implementing Radiosity for a Light map Precomputation Tool 8.3 Indicator Materials 8.4 Dynamic Branching on non-ps_3_0 Graphics Hardware 8.5 GLSL Shader Debugging with GLIntercept 8.6 GPU Performance of DirectX 9 Per-Fragment Operations Revisited

ShaderX5- Advanced Rendering Techniques Section 1 - Geometry Manipulation 1.1 Smoothed N-Patches 1.2 Micro-beveled Edges 1.3 Dynamic Wrinkle Patterns and Hatching on Animated Meshes 1.4 Cloth without Cloth

Section 2 - Rendering Techniques 2.1 ASimple Area Light Model for GPUs 2.2 Alpha-to-coverage in Depth 2.3 Dynamic Parallax Occlusion Mapping with Soft Shadows 2.4 Pre-Processing of Complex, Static Scenes for Fast Real Time Graphics 2.5 Overcoming Deferred Shading Drawbacks 2.6 Normal Mapping without Pre-Computed Tangents 2.7 Animating Vegetation Using GPU Programs 2.8 ZT-Buffer Algorithm

Section 3 - Image Space 3.1 Real-Time Depth-of-Field Implemented with a Post-Processing only Technique 3.2 Selective Supersampling 3.3 Jump Flooding - An Efficient and Effective Communication on GPU

Section 4 - Shadows 4.1 Cascaded Shadow Maps 4.2 Multisampling Extension for Gradient Shadow Maps 4.3 Alias-free Hard Shadows with Geometry Maps 4.4 Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping 4.5 Queried Virtual Shadow Maps 4.6 Real-time Soft Shadows with Shadow Accumulation

Section 5 - Environmental Effects 5.1 Spherical Billboards for Rendering Volumetric Data 5.2 Per-Pixel Lit, Light Scattering Smoke 5.3 Volumetric Clouds and Mega Particles 5.4 Rendering Multiple Layers of Rain with a Post-Processing Composite Effect 5.5 Animation and Rendering of Underwater God Rays

Section 6 - Global Illumination Effects 6.1Irradiance Volumes for Real Time Rendering 6.2 Indirect Diffuse and Glossy Illumination on the GPU 6.3 Interactive Refractions and Caustics Using Image-Space Techniques 6.4 Splatting of Diffuse and Glossy Indirect Illumination

Section 7 - Mobile Devices 7.1 OpenGL ES 2.0 Shaders forMobileDevices 7.2 OpenGL ES 2.0 Engine 7.3 OpenGL ES 2.0 Performance Recommendations forMobileDevices 7.4 Real-time Tile based Texture Synthesis Using Non-rectangular Grids 7.5 Cartoon Fire Effects Using OpenGL ES 2.0

Section 8 - 3D Engine Design 8.1 Post-Processing Effects in Design 8.2 Transparent Shader Data-Binding 8.3 Designing Plug-in Shaders with HLSL 8.4 Shader System Integration: Nebula2 and 3ds Max

Section 9 - Beyond Pixels and Triangles 9.1 Large crowds of autonomous animated characters using fragment shaders and level of detail 9.2 Interactive Image Segmentation Based on GPU Cellular Automata 9.3 Real-time Cellular Texturing 9.4 Collision Detection Shader Using Cube-Maps 9.5 AGPU Panorama Viewer for Generic Camera Models 9.6 Explicit Early-Z Culling for Efficient Fluid Flow Simulation 9.7 Storing and Accessing Topology on the GPU: A Case Study on Mass-Spring Systems 9.8 Implementing High-Quality PRNG on GPU 9.9 Printf shader for debugging pixel shaders

ShaderX6- Advanced Rendering Techniques

  1. Geometry Manipulation 1.1 Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardware 1.2 Improved Appearance Variety for Geometry Instancing 1.3 Implementing Real-Time Mesh Simplification Using Programmable Geometry Pipeline on GPU

2.Rendering Techniques 2.1 Care and Feeding of Normal Vectors 2.2 Computing Per-Pixel Object Thickness in a Single Render Pass 2.3 Filtered Tilemaps 2.4 Parallax Occlusion Mapping Special Feature Rendering 2.5 Uniform Cubemap for Dynamic Environments 2.6 Isocube A Cubemap with Uniformly Distributed and Equally Important Texels 2.7 Practical Geometry Clipmaps for Rendering Terrains in Computer Games 2.8 Efficient and Practical TileTrees 2.9 Quantized Ring Clipping

3.Image Space 3.1 GPU-Based Active Contours for Real-Time Object Tracking 3.2 Post-tonemapping resolve for high quality HDR antialiasing in D3D10 3.3 A Fast, Small-Radius GPU Median Filter 3.4 Per-pixel Motion Blur for Wheels 3.5 Deferred Rendering using a Stencil Routed K-Buffer 3.6 HDR meets Black&White 2 3.7 Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX 10

4.Shadows 4.1Stable rendering of cascaded shadow maps 4.2 Approximate Cumulative Distribution Function Shadow Mapping 4.3 Rendering Filtered Shadows with Exponential Shadow Maps 4.4 Fitted Virtual Shadow Maps and Shadow Fog 4.5 Removing Shadow Volume Artifacts

5 Environmental Effects 5.1 Rendering Realistic Ice Objects 5.2 Sunlight with Volumetric Light Rays 5.3 Procedural Ocean Effects

6 Global Illumination 6.1 Practical Methods for a PRT-based Shader Using Spherical Harmonics 6.2 Incremental Instant Radiosity 6.3 Real Time Photon Mapping Approximation on the GPU 6.4 Interactive Global Illumination with Precomputed Radiance Maps

7 Handheld Devices 7.1 Shaders Gone Mobile Porting from Direct3D 9.0 to Open GL ES 2.0 7.2 Efficiently Using Tile-Based GPUs on Mobile Phones 7.3 Maximal Performance and Image Quality with Minimal Precision 7.4 Implementing Graphical Benchmark in OpenGL ES 2.0 7.5 Every Cycle Counts Level of Detail Shaders 7.6 Shadow Techniques for OpenGL ES 2.0

8 3D Engine Design 8.1 A Flexible Material System in Design 8.2 3D Engine Tools with C++CLI 8.3 Efficient HDR Texture Compression

9 Beyond Pixels & Triangles 9.1 An Interactive Tour of Voronoi Diagrams on the GPU 9.2 AMD DirectX 10 Performance Tools and Techniques 9.3 Real-Time Audio Processing on the GPU 9.4 n-Body Simulations on the GPU

ShaderX7 - Advanced Rendering Techniques Section 1 Geometry Manipulation 1.1 Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders 1.2 Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details 1.3 Dynamic Terrain Rendering on GPU Using Real-Time Tessellation 1.4 Adaptive Re-Meshing for Displacement Mapping 1.5 Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Section 2 Rendering Techniques 2.1 Quick Noise for GPUs 2.2 Efficient Soft Particles 2.3 Simplified High Quality Anti-aliased Lines 2.4 Fast Skin Shading 2.5 An Efficient and Physically Plausible Real Time Shading Model 2.6 Graphics Techniques in Crackdown 2.7 Deferred Rendering Transparency 2.8 Deferred Shading with Multisampling Anti-Aliasing in DirectX 10 2.9 Light Indexed Deferred Rendering

Section 3 Image Space 3.1 Efficient Post-processing with Importance Sampling 3.2 Efficient Real-Time Motion Blur for Multiple Rigid Objects 3.3 Real-time Flow-based Image Abstraction

Section 4 Shadows 4.1 Practical Cascaded Shadow Maps 4.2 A Hybrid Method for Interactive Shadows in Homogeneous Media 4.3 Real-time dynamic shadows for image-based lighting 4.4 Facetted Shadow Mapping for Large Dynamic Game Environments Section 5 Environment Effects 5.1 Dynamic Weather Effects 5.2 Interactive Hydraulic Erosion on the GPU 5.3 Advanced Geometry for Complex Sky Representation

Section 6 Global Illumination 6.1 Screen Space Ambient Occlusion 6.2 Image-Space Horizon-Based Ambient Occlusion 6.3 Deferred Occlusion from Analytic Surfaces 6.4 Fast Fake Global Illumination 6.5 Real-Time Subsurface Scattering using Shadow Maps 6.6 Instant radiosity with GPU photon tracing and approximate indirect shadows 6.7 Variance methods for Screen-Space Ambient Occlusion 6.7 Per-Pixel Ambient Occlusion using Geometry Shaders

Section 7 Handheld Devices 7.1 Optimizing your first OpenGL ES Applications 7.2 Optimised Shaders for Advanced Graphical User Interfaces 7.3 Facial Animation for Mobile GPUs 7.4 Augmented Reality on Mobile Phones

Section 8 3D Engine Design 8.1 Cross platform rendering thread: design and implementation 8.2 Advanced GUI system for games 8.3 Automatic Load Balancing Shader Framework 8.4 Game Engine Friendly Occlusion Culling 8.5 Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer 8.6 Using LUV color space with the Light Pre-Pass Renderer 8.7 Elemental Engine II

Section 9 Beyond Pixels & Triangles 9.1 Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU 9.2 Free-Viewpoint Video on the GPU 9.3 A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball 9.4 Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX10 9.5 Interactive Image Morphing Using Thin-Plate Spline

GPU PRo GPU Pro 1 I Mathematics 1 GPU Color Quantization 2 Visualize Your Shadow Map Techniques

II Geometry Manipulation 1 As Simple as Possible Tessellation for Interactive Applications 2 Rule-Based Geometry Synthesis in Real-Time 3 GPU-Based NURBS Geometry Evaluation and Rendering 4 Polygonal-Functional Hybrids for Computer Animation and Games

III Rendering Techniques 1 Quadtree Displacement Mapping with Height Blending 2 NPR Effects Using the Geometry Shader 3 Alpha Blending as a Post-Process 4 Virtual Texture Mapping 101

IV Global Illumination 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination 2 Screen-Space Directional Occlusion 3 Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors

V Image Space 1 Anisotropic Kuwahara Filtering on the GPU 2 Edge Anti-aliasing by Post-Processing 3 Environment Mapping with Floyd-Steinberg Halftoning 4 Hierarchical Item Buffers for Granular Occlusion Culling 5 Realistic Depth of Field in Postproduction 6 Real-Time Screen Space Cloud Lighting 7 Screen-Space Subsurface Scattering

VI Handheld Devices 1 Migration to OpenGL ES 2.0 2 Touchscreen-Based User Interaction 3 iPhone 3GS Graphics Development and Optimization Strategies 4 Optimizing a 3D UI Engine for Mobile Devices

VII Shadows 1 Fast Conventional Shadow Filtering 2 Hybrid Min/Max Plane-Based Shadow Maps 3 Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping 4 Screen Space Soft Shadows

VIII 3D Engine Design 1 Multi-Fragment Effects on the GPU Using Bucket Sort 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine 3 Porting Code between Direct3D9 and OpenGL 2.0 4 Practical Thread Rendering for DirectX 9

IX Game Postmortems 1 Stylized Rendering in Spore 2 Rendering Techniques in Call of Juarez: Bound in Blood 3 Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2 4 Destructible Volumetric Terrain

X Beyond Pixels and Triangles 1 Parallelized Implementation of Universal Visual Computer 2 Accelerating Virtual Texturing Using CUDA 3 Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels 4 Spatial Binning on the GPU 5 Real-Time Interaction between Particles and the Dynamic Mesh on the GPU

GPU Pro 2 I Geometry Manipulation 1 Terrain and Ocean Rendering with Hardware Tessellation 2 Practical and Realistic Facial Wrinkles Animation 3 Procedural Content Generation on the GPU

II Rendering 1 Pre-Integrated Skin Shading 2 Implementing Fur Using Deferred Shading 3 Large-Scale Terrain Rendering for Outdoor Games 4 Practical Morphological Antialiasing 5 Volume Decals

III Global Illumination Effects 1 Temporal Screen-Space Ambient Occlusion 2 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping 3 Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing 4 Real-Time Approximation of Light Transport in Translucent Homogenous Media 5 Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes

IV Shadows 1 Variance Shadow Maps Light-Bleeding Reduction Tricks 2 Fast Soft Shadows via Adaptive Shadow Maps 3 Adaptive Volumetric Shadow Maps 4 Fast Soft Shadows with Temporal Coherence 5 Mipmapped Screen-Space Soft Shadows V Handheld Devices 1 A Shader-Based eBook Renderer 2 Post-Processing Effects on Mobile Devices 3 Shader-Based Water Effects

VI 3D Engine Design 1 Practical, Dynamic Visibility for Games 2 Shader Amortization using Pixel Quad Message Passing 3 A Rendering Pipeline for Real-Time Crowds

VII GPGPU 1 2D Distance Field Generation with the GPU 2 Order-Independent Transparency using Per-Pixel Linked Lists 3 Simple and Fast Fluids 4 A Fast Poisson Solver for OpenCL using Multigrid Methods

GPU Pro 3 I Geometry Manipulation 1 Vertex Shader Tessellation 2 Real-Time Deformable Terrain Rendering with DirectX 11 3 Optimized Stadium Crowd Rendering 4 Geometric Antialiasing Methods

II Rendering 1 Practical Elliptical Texture Filtering on the GPU 2 An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering 3 Volumetric Real-Time Water and Foam Rendering 4 CryENGINE 3: Three Years of Work in Review 5 Inexpensive Antialiasing of Simple Objects

III Global Illumination Effects 1 Ray-Traced Approximate Reflections Using a Grid of Oriented Splats 2 Screen-Space Bent Cones: A Practical Approach 3 Real-Time Near-Field Global Illumination Based on a Voxel Model

IV Shadows 1 Efficient Online Visibility for Shadow Maps 2 Depth Rejected Gobo Shadows

V 3D Engine Design 1 Z 3 Culling 2 A Quaternion-Based Rendering Pipeline 3 Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 4 Designing a Data-Driven Renderer

VI GPGPU 1 Volumetric Transparency with Per-Pixel Fragment Lists 2 Practical Binary Surface and Solid Voxelization with Direct3D 11 3 Interactive Ray Tracing Using the Compute Shader in DirectX 11

GPU Pro 4 I Geometry Manipulation 1 GPU Terrain Subdivision and Tessellation 2 Introducing the Programmable Vertex Pulling Rendering Pipeline 3 A WebGL Globe Rendering Pipeline

II Rendering 1 Practical Planar Reflections Using Cubemaps and Image Proxies 2 Real-Time Ptex and Vector Displacement 3 Decoupled Deferred Shading on the GPU 4 Tiled Forward Shading 5 Forward+: A Step Toward Film-Style Shading in Real Time 6 Progressive Screen-Space Multichannel Surface Voxelization 7 Rasterized Voxel-Based Dynamic Global Illumination

III Image Space 1 The Skylanders SWAP Force Depth-of-Field Shader 2 Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods 3 Second-Depth Antialiasing 4 Practical Framebuffer Compression 5 Coherence-Enhancing Filtering on the GPU

IV Shadows 1 Real-Time Deep Shadow Maps V Game Engine Design 1 An Aspect-Based Engine Architecture 2 Kinect Programming with Direct3D 11 3 A Pipeline for Authored Structural Damage

VI GPGPU 1 Bit-Trail Traversal for Stackless LBVH on DirectCompute 2 Real-Time JPEG Compression Using DirectCompute

GPU Pro 5 I Rendering 1 Per-Pixel Lists for Single Pass A-Buffer 2 Reducing Texture Memory Usage by 2-Channel Color Encoding 3 Particle-Based Simulation of Material Aging 4 Simple Rasterization-Based Liquids

II Lighting and Shading 1 Physically Based Area Lights 2 High Performance Outdoor Light Scattering Using Epipolar Sampling 3 Volumetric Light Effects in Killzone: Shadow Fall 4 Hi-Z Screen-Space Cone-Traced Reflections 5 TressFX: Advanced Real-Time Hair Rendering 6 Wire Antialiasing

III Image Space 1 Screen-Space Grass 2 Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists 3 Bokeh Effects on the SPU

IV Mobile Devices 1 Realistic Real-Time Skin Rendering on Mobile 2 Deferred Rendering Techniques on Mobile Devices 3 Bandwidth Efficient Graphics with ARM Mali GPUs 4 Efficient Morph Target Animation Using OpenGL ES 3.0 5 Tiled Deferred Blending 6 Adaptive Scalable Texture Compression 7 Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs V 3D Engine Design 1 Quaternions Revisited 2 glTF: Designing an Open-Standard Runtime Asset Format 3 Managing Transformations in Hierarchy

VI Compute 1 Hair Simulation in TressFX 2 Object-Order Ray Tracing for Fully Dynamic Scenes 3 Quadtrees on the GPU 4 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs 5 Non-separable 2D, 3D, and 4D Filtering with CUDA

GPU Pro 6 I Geometry Manipulation 1 Dynamic GPU Terrain 2 Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation 3 Real-Time Deformation of Subdivision Surfaces on Object Collisions 4 Realistic Volumetric Explosions in Games

II Rendering 1 Next-Generation Rendering in Thief 2 Grass Rendering and Simulation with LOD 3 Hybrid Reconstruction Antialiasing 4 Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering 5 Sparse Procedural Volume Rendering

III Lighting 1 Real-Time Lighting via Light Linked List 2 Deferred Normalized Irradiance Probes 3 Volumetric Fog and Lighting 4 Physically Based Light Probe Generation on GPU 5 Real-Time Global Illumination Using Slices

IV Shadows 1 Practical Screen-Space Soft Shadows 2 Tile-Based Omnidirectional Shadows 3 Shadow Map Silhouette Revectorization

V Mobile Devices 1 Hybrid Ray Tracing on a PowerVR GPU 2 Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 3 Animated Characters with Shell Fur for Mobile Devices 4 High Dynamic Range Computational Photography on Mobile GPUs

VI Compute 1 Compute-Based Tiled Culling 2 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer 3 Smooth Probabilistic Ambient Occlusion for Volume Rendering

VII 3D Engine Design 1 Block-Wise Linear Binary Grids for Fast Ray-Casting Operations 2 Semantic-Based Shader Generation Using Shader Shaker 3 ANGLE: Bringing OpenGL ES to the Desktop

GPU Pro 7 I Geometry Manipulation 1 Deferred Snow Deformation in Rise of the Tomb Raider 2 Catmull-Clark Subdivision Surfaces

II Lighting 1 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 2 Fine Pruned Tiled Light Lists 3 Deferred Attribute Interpolation Shading 4 Real-Time Volumetric Cloudscapes

III Rendering 1 Adaptive Virtual Textures 2 Deferred Coarse Pixel Shading 3 Progressive Rendering Using Multi-frame Sampling

IV Mobile Devices 1 Efficient Soft Shadows Based on Static Local Cubemap 2 Physically Based Deferred Shading on Mobile

V 3D Engine Design 1 Interactive Cinematic Particles 2 Real-Time BC6H Compression on GPU 3 A 3D Visualization Tool Used for Test Automation in the Forza Serie s 4 Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs

VI Compute 1 Octree Mapping from a Depth Camera 2 Interactive Sparse Eulerian Fluid

GPU Zen GPU Zen 1 I Geometry Manipulation 1 Attributed Vertex Clouds 2 Rendering Convex Occluders with Inner Conservative Rasterization

II Lighting 1 Stable Indirect Illumination 2 Participating Media Using Extruded Light Volumes

III Rendering 1 Deferred+ 2 Programmable Per-pixel Sample Placement with Conservative Rasterizer 3 Mobile Toon Shading 4 High Quality GPU-efficient Image Detail Manipulation 5 Linear-Light Shading with Linearly Transformed Cosines 6 Profiling and Optimizing WebGL Applications Using Google Chrome

IV Screen Space 1 Scalable Adaptive SSAO 2 Robust Screen Space Ambient Occlusion 3 Practical Gather-based Bokeh Depth of Field

V Virtual Reality 1 Efficient Stereo and VR Rendering 2 Understanding, Measuring, and Analyzing VR Graphics Performance

VI Compute 1 Optimizing the Graphics Pipeline with Compute 2 Real Time Markov Decision Processes for Crowd Simulation

GPU Zen 2 I Rendering Adaptive GPU Tessellation with Compute Shaders Applying Vectorized Visibility on All frequency Direct Illumination Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov Rendering Surgery Simulation with Vulkan Skinned Decals II Environmental Effects Real-Time Fluid Simulation in Shadow of the Tomb Raider Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds III Shadows (Maurizio Vives) Soft Shadow Approximation for Dappled Light Sources Parallax-Corrected Cached Shadow Maps IV 3D Engine Design Real-Time Layered Materials Compositing Using Spatial Clustering Encoding Procedural Stochastic Textures by Tiling and Blending A Ray Casting Technique for Baked Texture Generation Writing an efficient Vulkan renderer glTF - Runtime 3D Asset Delivery V Ray Tracing (Anton Kaplanyan) Real-Time Ray-Traced One-Bounce Caustics Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing Ray Tracing Gems Ray Tracing Gems 1 PART 1: RAY TRACING BASICS Ray Tracing Terminology What is a Ray? Introduction to DirectX Raytracing A Planetarium Dome Master Camera Computing Minima and Maxima of Subarrays PART 2: INTERSECTIONS AND EFFICIENCY A Fast and Robust Method for Avoiding Self-Intersection Precision Improvements for Ray/Sphere Intersection Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections Multi-Hit Ray Tracing in DXR A Simple Load-Balancing Scheme with High Scaling Efficiency PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS Automatic Handling of Materials in Nested Volumes A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem Ray Traced Shadows: Maintaining Real-Time Frame Rates Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR, by Holger Gruen PART 4: SAMPLING On the Importance of Sampling Sample Transformations Zoo Ignoring the Inconvenient When Tracing Rays Importance Sampling of Many Lights on the GPU PART 5: DENOISING AND FILTERING Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising Texture Level of Detail Strategies for Real-Time Ray Tracing Simple Environment Map Filtering Using Ray Cones and Ray Differentials Improving Temporal Antialiasing with Adaptive Ray Tracing PART 6: HYBRID APPROACHES AND SYSTEMS Interactive Light Map and Irradiance Volume Preview in Frostbite Real-Time Global Illumination with Photon Mapping Hybrid Rendering for Real-Time Ray Tracing Deferred Hybrid Path Tracing Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization PART 7: GLOBAL ILLUMINATION Ray Tracing Inhomogeneous Volumes Efficient Particle Volume Splatting in a Ray Tracer Caustics Using Screen Space Photon Mapping Variance Reduction via Footprint Estimation in the Presence of Path Reuse Accurate Real-Time Specular Reflections with Radiance Caching Ray Tracing Gems 2 PART I: Ray Tracing Foundations A Breakneck Summary of Photographic Terms (and Their Utility to Ray Tracing), by Trevor David Black Ray Axis-Aligned Bounding Box Intersection, by Peter Shirley, Ingo Wald, and Adam Marrs Essential Ray Generation Shaders, by Morgan McGuire and Zander Majercik Hacking the Shadow Terminator, by Johannes Hanika Sampling Textures with Missing Derivatives, by Maksim Aizenshtein and Matt Pharr Differential Barycentric Coordinates, by Tomas Akenine-Möller Texture Coordinate Gradients Estimation for Ray Cones, by Wessam Bahnassi Reflection and Refraction Formulas, by Eric Haines The Schlick Fresnel Approximation, by Zander Majercik Refraction Ray Cones for Texture Level of Detail, by Jakub Boksansky, Cyril Crassin, and Tomas Akenine-Möller Handling Translucency with Real-Time Ray Tracing, by Tianyi "Tanki" Zhang Motion Blur Corner Cases, by Christopher Kulla and Thiago Ize Fast Spectral Upsampling of Volume Attenuation, by Johannes Jendersie The Reference Path Tracer, by Jakub Boksansky and Adam Marrs PART II: APIs and Tools The Shader Binding Table Demystified, by Will Usher Introduction to Vulkan Ray Tracing, by Matthew Rusch, Neil Bickford, and Nuno Subtil Using Bindless Resources with DirectX Raytracing, by Matt Pettineo WebRays: Ray Tracing on the Web, by Nick Vitsas, Anastasios Gkaravelis, Andreas A. Vasilakis, and Georgios Papaioannou Visualizing and Communicating Errors in Rendered Images, by Pontus Andersson, Jim Nilsson, and Tomas Akenine-Möller PART III: Sampling Multiple Importance Sampling 101, by Anders Lindqvist The Alias Method for Sampling Discrete Distributions, by Chris Wyman Weighted Reservoir Sampling: Randomly Sampling Streams, by Chris Wyman Rendering Many Lights with Grid-Based Reservoirs, by Jakub Boksansky, Paula Jukarainen, and Chris Wyman Using Blue Noise for Ray Traced Soft Shadows, by Alan Wolfe PART IV: Shading and Effects Temporally Reliable Motion Vectors for Better Use of Temporal Information, by Zheng Zeng, Shiqiu Liu, Jinglei Yang, Lu Wang, and Ling-Qi Yan Ray Traced Level of Detail Cross-Fades Made Easy, by Holger Gruen Ray Tracing Decals, by Wessam Bahnassi Billboard Ray Tracing for Impostors and Volumetric Effects, by Felix Brüll, Robin Fynn Diedrichs, and Thorsten Grosch Hybrid Ray Traced and Image-Space Refractions, by Daniel Parhizgar and Marcus Svensson Real-Time Ray Traced Caustics, by Xueqing Yang and Yaobin Ouyang Tilt-Shift Rendering Using a Thin Lens Model, by Andrew Kensler PART V: Intersection Fast and Robust Ray/OBB Intersection Using the Lorentz Transformation, by Rodolfo Sabino, Creto Augusto Vidal, Joaquim Bento Cavalcante-Neto, and José Gilvan Rodrigues Maia Real-Time Rendering of Complex Fractals, by Vinícius da Silva, Tiago Novello, Hélio Lopes, and Luiz Velho Improving Numerical Precision in Intersection Programs, by Ingo Wald Ray Tracing of Blobbies, by Manuele Sabbadin and Marc Droske Curved Ray Traversal, by Christiaan Gribble Ray-Tracing Small Voxel Scenes, by Dylan Lacewell PART VI: Performance CPU Performance in DXR, by Peter Morley Inverse Transform Sampling Using Ray Tracing Hardware, by Nate Morrical and Stefan Zellmann Accelerating Boolean Visibility Operations Using RTX Visibility Masks, by Dirk Gerrit van Antwerpen and Oliver Klehm Practical Spatial Hash Map Updates, by Pascal Gautron Efficient Spectral Rendering on the GPU for Predictive Rendering, by David Murray, Alban Fichet, and Romain Pacanowski Efficient Unbiased Volume Path Tracing on the GPU, by Nikolai Hofmann and Alex Evans Path Tracing RBF Particle Volumes, by Aaron Knoll, Gregory P. Johnson, and Johannes Meng Fast Volumetric Gradient Shading Approximations for Scientific Ray Tracing, by Carson Brownlee and David DeMarle PART VII: Ray Tracing in the Wild Ray Tracing in Control, by Juha Sjöholm, Paula Jukarainen, and Tatu Aalto Light Sampling in Quake 2 Using Subset Importance Sampling, by Tobias Zirr Ray Tracing in Fortnite, by Patrick Kelly, Yuriy O'Donnell, Kenzo ter Elst, Juan Cañada, and Evan Hart ReBLUR: A Hierarchical Recurrent Denoiser, by Dmitry Zhdan Practical Solutions for Ray Tracing Content Compatibility in Unreal Engine 4, by Evan Hart Advances in Real-Time Rendering in 3D Graphics and Games

SIGGRAPH 2021

Improved Spatial Upscaling through FidelityFX Super Resolution for Real-Time Game Engines Experimenting with Concurrent Binary Trees for Large Scale Terrain Rendering A Deep Dive into Nanite Virtualized Geometry Large-Scale Global Illumination at Activision Real-Time Samurai Cinema: Lighting, Atmosphere, and Tone mapping in Ghost of Tsushima Radiance Caching for Real-time Global Illumination Global Illumination Based on Surfels

SIGGRAPH 2020

Software-Based Variable Rate Shading in Call of Duty: Modern Warfare Rendering the Hellscape of Doom Eternal From Ray to Path Tracing: Navigating through Dimensions Precomputed Lighting Advances in Call of Duty: Modern Warfare The Technical Art of The Last of Us Part II

SIGGRAPH 2019

A Journey Through Implementing Multiscattering BRDFs and Area Lights Leveraging Real-Time Ray Tracing to build a Hybrid Game Engine Strand-based Hair Rendering in Frostbite Mesh Shading: Towards Greater Efficiency of Geometry Processing Interactive Wind and Vegetation in 'God of War' Multi-resolution Ocean Rendering in Crest Ocean System Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution

SIGGRAPH 2018

The Challenges of Rendering an Open World in Far Cry 5 Material Advances in Call of Duty: WWII A Life of a Bokeh The Road toward Unified Rendering with Unity’s High Definition Render Pipeline Efficient Screen-Space Subsurface Scattering Using Burley’s Normalized Diffusion in Real-Time Real-Time rendering’s next frontier: Adopting lessons from offline ray tracing to real-time ray tracing for practical pipelines Real-Time Ray Tracing of Correct* Soft Shadows

SIGGRAPH 2017

Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine Crest: Novel Ocean Rendering Techniques in an Open Source Framework Precomputed lighting in Call of Duty: Infinite Warfare Dynamic Temporal Antialiasing in Call of Duty: Infinite Warfare The Destiny Particle Architecture Decima Engine: Advances in Lighting and AA Optimized pixel-projected reflections for planar reflectors Improved Culling for Tiled and Clustered Rendering

SIGGRAPH 2016 Volumetric Global Illumination at Treyarch Deferred Lighting in Uncharted 4 Real-Time Area Lighting: a Journey from Research to Production Rendering Rapids in Uncharted 4 Aggregate G-Buffer Anti-Aliasing in Unreal Engine 4 The devil is in the details: idTech 666 Temporal Antialiasing in Uncharted 4 Filmic SMAA: Sharp Morphological and Temporal Antialiasing The Process of Creating Volumetric-based Materials in Uncharted 4 Technical Art of Uncharted 4

SIGGRAPH 2015

Towards Unified and Physically-Based Volumetric Lighting in Frostbite Stochastic Screen-Space Reflections The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering Sparkly but not too Sparkly! A Stable and Robust Procedural Sparkle Effect Multi-Scale Global Illumination in Quantum Break Rendering the Alternate History of The Order: 1886 Learning from Failure: a Survey of Promising, Unconventional and Mostly Abandoned Renderers for ‘Dreams PS4’, a Geometrically Dense, Painterly UGC Game’ Dynamic Occlusion with Signed Distance Fields GPU-Driven Rendering Pipelines

SIGGRAPH 2014 Next Generation Post Processing in Call of Duty: Advanced Warfare High-Quality Temporal Supersampling Rendering Techniques in Ryse: Son of Rome Hybrid Reconstruction Anti-Aliasing Volumetric Fog: Unified Compute Shader-Based Solution to Atmospheric Scattering Real-time Lighting via Light Linked List Reflection System in Thief Tessellation in Call of Duty: Ghosts Reflections and Volumetrics of Killzone Shadow Fall Creating Content to Drive Destiny’s Investment Game: One Solution to Rule Them All Character Heads Creation Pipeline and Rendering in Destiny Destiny Character-Animation System and Lessons Learned

SIGGRAPH 2013

Mythic Science Fiction In Real-Time: Destiny Rendering Engine Pixel Synchronization: Solving Old Graphics Problems With New Data Structures Practical Clustered Deferred And Forward Shading The Redengine 3 Character Pipeline Oceans On A Shoestring : Shape Representation, Meshing And Shading Graphics Gems From Cryengine 3

SIGGRAPH 2012 Scalable High Quality Motion Blur and Ambient Occlusion Real-Time Global Illumination and Reflections in Dust 514 Separable Subsurface Scattering & Photorealistic Eyes Rendering Accelerating Rendering Pipelines Using Bidirectional Iterative Reprojection CSM Scrolling, an Acceleration Technique for the Rendering of Cascaded Shadow Maps The Technology Behind the “Unreal Engine 4 Elemental demo” Rock-Solid Shading: Image Stability without Sacrificing Detail Dynamic Sand Simulation and Rendering in Journey Graphics gems for games: Findings from Avalanche Studios

SIGGRAPH 2011

Making Game Worlds from Polygon Soup: Visibility, Spatial hierarchy and Rendering Challenges Rendering in Cars 2 Secrets of CryENGINE 3 Graphics Technology Two uses of Voxels in LittleBigPlanet2’s graphics engine More Performance! Five Rendering Ideas from Battlefield 3 and Need For Speed: The Run Physically-based lighting in Call of Duty: Black Ops Real-time image quilting: Arbitrary material blends, invisible seams, and no repeats Dynamic lighting in God of War 3 Pre-Integrated Skin Shading

SIGGRAPH 2010

Rendering techniques in Toy Story 3 A Real-Time Radiosity Architecture for Video Game Real-Time Order Independent Transparency and Indirect Illumination using Direct3D 11 CryENGINE 3: Reaching the Speed of Light Sample Distribution Shadow Maps Adaptive Volumetric Shadow Maps Uncharted 2: Character Lighting and Shading Destruction Masking in Frostbite 2 using Volume Distance Fields Water Flow in Portal 2

SIGGRAPH 2009

Lighting Research at Bungie Light Propagation Volumes in CryEngine 3 The Light Pre-Pass Renderer: Renderer Design for Efficient Support of Multiple Lights Rendering Technology at Black Rock Studios When Fuzzy is Good: Advances in Filtering Techniques Graphics Engine Postmortem from LittleBigPlanet

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