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Graphics: All Articles

Dynamic Wrinkle Patterns and Hatching on Animated Meshes |
A Simple Area Light Model for GPUs |
Alpha-to-Coverage in Depth |
Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering |
Preprocessing of Complex, Static Scenes for Fast Real-time Graphics |
Overcoming Deferred Shading Drawbacks |
Normal Mapping without Precomputed Tangents |
Animating Vegetation Using GPU Programs |
Real-time Depth-of-Field Implemented with a Postprocessing-Only Technique |
Jump Flooding: An Efficient and Effective Communication Pattern for Use on GPUs |
Multisampling Extension for Gradient Shadow Maps |
Alias-Free Hard Shadows with Geometry Maps |
Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping |
Queried Virtual Shadow Maps |
Real-time Soft Shadows with Shadow Accumulation |
Spherical Billboards for Rendering Volumetric Data |
Per-Pixel Lit, Light Scattering Smoke |
Volumetric Clouds and Mega-Particles |
Rendering Multiple Layers of Rain with a Postprocessing Composite Effect |
Animation and Rendering of Underwater God Rays |
Irradiance Volumes for Real-time Rendering |
Indirect Diffuse and Glossy Illumination on the GPU |
Interactive Refractions and Caustics Using Image-Space Techniques |
Splatting of Diffuse and Glossy Indirect Illumination |
OpenGL ES 2.0: Shaders for Mobile Devices |
Developing a 3D Engine for OpenGL ES v2.0 and OpenGL v2.0 |
OpenGL ES 2.0 Performance Recommendations for Mobile Devices |
Real-time Tile-Based Texture Synthesis Using Nonregular Grids |
Cartoon Fire Effects Using OpenGL ES 2.0 |
Postprocessing Effects in Design |
Transparent Shader Data Binding |
Designing Plug-in Shaders with HLSL |
Shader System Integration: Nebula2 and 3ds Max |
Large Crowds of Autonomous Animated Characters Using Fragment Shaders and Level of Detail |
Interactive Image Segmentation Based on GPU Cellular Automata |
Real-time Cellular Texturing |
Collision Detection Shader Using Cube-Maps |
A GPU Panorama Viewer for Generic Camera Models |
Explicit Early-Z Culling for Efficient Fluid Flow Simulation |
Storing and Accessing Topology on the GPU: A Case Study on Mass-Spring Systems |
Implementing High-Quality PRNG on GPUs |
Print Shader for Debugging Pixel Shaders |
Better Geometry Batching Using Light Buffers |
Practical Cloth Simulation on Modern GPUs |
Shader Implementation of Discrete Wavelet Transform |
Morph Target Animation Using DirectXMorph |
Real-Time Character Animation on the GPU |
Triangle Mesh Tangent Space Calculation |
Hardware-Based Ambient Occlusion |
Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach |
Real-Time Obscurances with Color Bleeding |
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Alex Méndez-Feliu, Mateu Sbert, Jordi Catŕ, Nicolau Sunyer, and Sergi Funtané ShaderX4, 2006. |
Dynamic Global Illumination Using Tetrahedron Environment Mapping |
Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance |
Dynamic Glossy Environment Reflections Using Summed-Area Tables |
Real-Time Caustics by GPU |
Dot-Product for Efficient Detail Texture Mapping |
Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map |
I3: Interactive Indirect Illumination |
Texture Compression with Coefficient Domain Shaders |
Motion Blurring Environment Maps |
Simulating the Visual Effects of a Video Recording System |
Eliminate Surface Acne with Gradient Shadow Mapping |
Real-Time Soft Shadows Using the PDSM Technique |
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Jean-François St. Amour, Eric Paquette, Pierre Poulin, Philippe Beaudoin ShaderX4, 2006. |
Robust Shadow Mapping with Light-Space Perspective Shadow Maps |
Making Shadow Buffers Robust Using Multiple Dynamic Frustums |
Tips and Tricks for D3DX Effects Based Renderer |
Post-Processing Effects Scripting |
Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine |
Real-Time Damage Deformation Methods |
Ray Tracing Effects without Tracing Rays |
Implementing Ray Tracing on the GPU |
GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach |
Cached Procedural Textures for Terrain Rendering |
True-to-Life Real-Time Animation of Shallow Water on Today’s GPUs |
Implementing Radiosity for a Light Map Precomputation Tool |
Dynamic Branching on Non-PS3.0 Hardware |
GLSL Shader Debugging with GLIntercept |
GPU Performance of DirectX 9 Per-Fragment Operations Revisited |
Preprocessed Pathfinding Using the GPU |
Abstract: This article proposes GPU-based implementations for two popular algorithms used to solve the all-pairs shortest paths problem: Dijkstra's algorithm, and the Floyd-Warshall algorithm. These algorithms are used to preprocess navigation mesh data for fast pathfinding. This approach can offload pathfinding-related CPU computations to the GPU at the expense of latency. However, once the solution table is generated, this approach minimizes the latency time for a specific path search, thus giving the game a better sense of interactivity. The biggest benefit of this approach is gained in systems with multiple agents simultaneously requesting paths in the same search space. Although the article describes a GPU-specific implementation for a navigation mesh, any other multi-processor environment or discrete search space representation can be used.
Fast and Accurate Gesture Recognition for Character Control |  |
Abstract: This article describes a simple, yet fast and accurate, way of gesture recognition that we have used in Punch'n'Crunch, a gesture-based fun-boxing game. The presented system is a very interesting way to control characters, but can also be used to recognize letters, numbers, and other arbitrary symbols. Gestures allow a more natural way for triggering a multitude of different commands.
GPU Computation in Projective Space Using Homogeneous Coordinates |
Synthesis of Realistic Idle Motion for Interactive Characters |
Spatial Partitioning Using an Adaptive Binary Tree |
Enhanced Object Culling with (Almost) Oriented Bounding Boxes |
Skin Splitting for Optimal Rendering |
Interactive Fluid Dynamics and Rendering on the GPU |
Fast Per-Pixel Lighting with Many Lights |
Rendering Road Signs Sharply |
Practical Sky Rendering for Games |
High Dynamic Range Rendering Using OpenGL Frame Buffer Objects |
Realistic Cloud Rendering on Modern GPUs |
Let It Snow, Let It Snow, Let It Snow (and Rain) |
Widgets: Rendering Fast and Persistent Foliage |
2.5 Dimensional Impostors for Realistic Trees and Forrests |
Gridless Controllable Fire |
Powerful Explosion Effects Using Billboard Particles |
A Simple Method for Rendering Gemstones |
Volumetric Post-Processing |
Procedural Level Generation |
Towards Photorealism in Virtual Botany |
Terrain Rendering using GPU-Based Geometry Clipmaps |
Inside Geometry Instancing |
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