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2004

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ShaderX2
61 Articles, Edited by Wolfgang Engel, 2003.


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Shader Introduction & Tutorial

Introduction to the DirectX 9 High Level Shading Language

Jason L. Mitchell and Craig Peeper
ShaderX2, 2003.

Introduction to the vs_3_0 and ps_3_0 Shader Models

Nicolas Thibieroz, Kristof Beets and Aaron Burton
ShaderX2, 2003.

Advanced lighting and shading with Direct3D 9

Michal Valient
ShaderX2, 2003.

Introduction to Different Fog Effects

Markus N´┐Żbel
ShaderX2, 2003.

Shadow Mapping with Direct3D 9

Michal Valient
ShaderX2, 2003.

The Theory of Stencil Shadow Volumes

Hun Yen Kwoon
ShaderX2, 2003.

Shader Development using RenderMonkey

Natalya Tatarchuk
ShaderX2, 2003.

Tips for Creating Shader-Friendly 3D Models

Gim Guan Chua
ShaderX2, 2003.




Geometry Manipulation Tricks

Vertex Decompression using Vertex Shaders Part 2

Dean Calver
ShaderX2, 2003.

Using lookup tables in vertex shaders

Carsten Wenzel
ShaderX2, 2003.

Terrain Geomorphing in the Vertex Shader

Daniel Wagner
ShaderX2, 2003.

3D Planets on the GPU

Jesse Laeuchli
ShaderX2, 2003.

Cloth Animation with Pixel and Vertex Shader 3.0

Kristof Beets
ShaderX2, 2003.

Collision Shaders

Takashi Imagire
ShaderX2, 2003.

Displacement Mapping

Tom Forsyth
ShaderX2, 2003.




Rendering Techniques

Rendering Objects as Thick Volumes

Greg James
ShaderX2, 2003.

Screen-aligned Particles with Minimal Vertex Buffer Locking

O'dell Hicks
ShaderX2, 2003.

Hemisphere Lighting With Radiosity Maps

Shawn Hargreaves
ShaderX2, 2003.

Galaxy Textures

Jesse Laeuchli
ShaderX2, 2003.

Turbulent Sun

Jesse Laeuchli
ShaderX2, 2003.

Fragment Level Phong Illumination

Emil Persson
ShaderX2, 2003.

Specular Bump mapping on pre-ps_1_4 Hardware

Matthew Halpin
ShaderX2, 2003.

Rendering Voxel Objects with ps_3_0

Aaron Burton
ShaderX2, 2003.

Simulating Blending Operations on Floating Point Render Targets

Francesco Carucci
ShaderX2, 2003.

Rendering Volumes in a Vertex & Pixel Program by Ray Tracing

Eli Z. Gottlieb
ShaderX2, 2003.

Normal Map Compression

Jakub Klarowicz
ShaderX2, 2003.

Drops of Water - and Texture Sprites

Sylvain Lefebvre
ShaderX2, 2003.

Advanced Water Effects

Kurt Pelzer
ShaderX2, 2003.

Efficient Evaluation of Irradiance Environment Maps

Peter-Pike Sloan
ShaderX2, 2003.

Practical Precomputed Radiance Transfer

Peter-Pike Sloan
ShaderX2, 2003.

Advanced Sky Dome Rendering

Marco Spoerl and Kurt Pelzer
ShaderX2, 2003.

Deferred Shading with Multiple Render Targets

Nicolas Thibieroz
ShaderX2, 2003.

Meshuggah's Effects explained

Carsten Wenzel
ShaderX2, 2003.

Layered Car Paint Shader

Chris Oat, Natalya Tatarchuk, John Isidoro
ShaderX2, 2003.

Motion Blur Using Geometry and Shading Distortion

Natalya Tatarchuk, Chris Brennan, John Isidoro, Alex Vlachos
ShaderX2, 2003.

Simulation of Iridescence and Translucency on Thin Surfaces

Natalya Tatarchuk and Chris Brennan
ShaderX2, 2003.

Floating-Point Cube Maps

Arkadiusz Waliszewski
ShaderX2, 2003.

Stereoscopic Rendering in Hardware using Shaders

Thomas Rued
ShaderX2, 2003.

Hatching, Stroke Styles & Pointillism

Kevin Buchin and Maike Walther
ShaderX2, 2003.

Layered Fog

Guillaume Werle
ShaderX2, 2003.

Linear Algebra on the GPU

Adam Moravansky
ShaderX2, 2003.




Software Shaders and Shader Programming Tips

Software Vertex Shader Processing

Dean Macri
ShaderX2, 2003.

x86 Shaders - ps_2_0 Shaders in Software

Nicolas Capens
ShaderX2, 2003.

SoftD3D - A software only implementation of Microsoft's Direct3D API

Oliver Weichhold
ShaderX2, 2003.

Named Constants in Shader Development

Jeffrey Kiel
ShaderX2, 2003.




Image Space

Advanced Image Processing with DirectX 9 Pixel Shaders

Jason L. Mitchell, Marwan Y. Ansari and Evan Hart
ShaderX2, 2003.

Night Vision - Frame Buffer Post-Processing with ps_1_1 Hardware

Guillaume Werle
ShaderX2, 2003.

Non-Photorealistic Postprocessing Filters in MotoGP 2

Shawn Hargreaves
ShaderX2, 2003.

Image Effects with DirectX 9 Pixel Shaders

Marwan Y. Ansari
ShaderX2, 2003.

Using Pixel Shaders to Implement a Mosaic Effect using Character Glyphs

Roger Descheneaux and Maurice Ribble
ShaderX2, 2003.

Mandelbrot Set Rendering

Emil Persson
ShaderX2, 2003.

Real-Time Depth of Field Simulation

Guennadi Riguer, Natalya Tatarchuk and John Isidoro
ShaderX2, 2003.




Shadows

Soft Shadows

Flavien Brebion
ShaderX2, 2003.

Robust ObjectID Shadows

Sim Dietrich
ShaderX2, 2003.

Reverse Extruded Shadow Volumes

Renaldas Zioma
ShaderX2, 2003.




3D Engine and Tools Design

Post-Process Fun with Effects Buffers

Tom Forsyth
ShaderX2, 2003.

Shader Abstraction

Tom Forsyth
ShaderX2, 2003.

Shaders under Control (Codecreatures Engine)

Oliver Hoeller
ShaderX2, 2003.

Shader Integration in the Gamebryo Graphics Engine

Scott Sherman, Dan Amerson, Shaun Kime, and Tim Preston
ShaderX2, 2003.

Vertex Shader Compiler

David Pangerl
ShaderX2, 2003.

Shader Disassembler

Jean-Sebastian Luce
ShaderX2, 2003.

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