| Graphics: Special Effects - Refraction / Reflection  
 | 
Robust Multiple Specular Reflections and Refractions | 
 |  |  | Tam�s Umenhoffer, BL�szl� Szirmay-Kalos (Budapest University of Technology and Economics), Gustavo Patow (University of Girona) GPU Gems 3, 2007.
 | 
 | 
Interactive Refractions and Caustics Using Image-Space Techniques | 
 | 
Animation and Rendering of Underwater God Rays | 
 | 
A Simple Method for Rendering Gemstones | 
 | 
Using Vertex Texture Displacement for Realistic Water Rendering | 
 | 
Generic Refraction Simulation | 
 | 
Summed-Area Tables and Their Application to Dynamic Glossy Environment Reflections | 
 | 
Effective Water Simulation from Physical Models | 
 |  |  | Juan Guardado (NVIDIA) and Daniel S�nchez-Crespo (Universitat Pompeu Fabra / Novarama Technology) GPU Gems, 2004.
 | 
 | 
Finite-Radius Sphere Environment Mapping | 
 | 
Reflections from Bumpy Surfaces | 
 | 
Animation and Display of Water | 
 | 
Rendering Semitransparent Layered Media | 
 | 
The Making of Ruby: The DoubleCross | 
 | 
Phat Lewt: Drawing a Diamond | 
 | 
GPU Water Simulation with PS 3.0 | 
 | 
Real-Time Animated Translucency | 
 | 
Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance | 
 | 
Rippling Refractive and Reflective Water | 
 Abstract: This article briefly explains a method for approximating the refraction effect seen when looking through the side of a fish tank. The majority of this article explains how to construct the transformation matrix that will be applied to the geometry inside the tank to simulate the refraction effect.| 
Approximating Fish Tank Refractions | 
 | 
Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term | 
 | 
Convincing-Looking Glass for Games | 
 | 
Refraction Mapping for Liquids in Containers | 
  
 |