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	|   |   | ShaderX4: Advanced Rendering Techniques46 Articles, Edited by Wolfgang Engel, 2006.
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 Geometry Manipulation
 
 
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Better Geometry Batching Using Light Buffers | 
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Practical Cloth Simulation on Modern GPUs | 
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Shader Implementation of Discrete Wavelet Transform | 
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Morph Target Animation Using DirectXMorph | 
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Real-Time Character Animation on the GPU | 
 
 
 
 Rendering Techniques
 
 
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Triangle Mesh Tangent Space Calculation | 
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Hardware-Based Ambient Occlusion | 
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Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach | 
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Real-Time Obscurances with Color Bleeding | 
 |  |  | Alex M�ndez-Feliu, Mateu Sbert, Jordi Cat? Nicolau Sunyer, and Sergi Funtan?br>ShaderX4, 2006. | 
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Dynamic Global Illumination Using Tetrahedron Environment Mapping | 
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Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance | 
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Dynamic Glossy Environment Reflections Using Summed-Area Tables | 
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Real-Time Caustics by GPU | 
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Dot-Product for Efficient Detail Texture Mapping | 
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Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map | 
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I3: Interactive Indirect Illumination | 
 
 
 
 Image Space
 
 
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Texture Compression with Coefficient Domain Shaders | 
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Motion Blurring Environment Maps | 
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Simulating the Visual Effects of a Video Recording System | 
 
 
 
 Shadows
 
 
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Eliminate Surface Acne with Gradient Shadow Mapping | 
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Real-Time Soft Shadows Using the PDSM Technique | 
 |  |  | Jean-Fran�ois St. Amour, Eric Paquette, Pierre Poulin, Philippe Beaudoin ShaderX4, 2006.
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Robust Shadow Mapping with Light-Space Perspective Shadow Maps | 
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Making Shadow Buffers Robust Using Multiple Dynamic Frustums | 
 
 
 
 3D Engine Design
 
 
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Tips and Tricks for D3DX Effects Based Renderer | 
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Post-Processing Effects Scripting | 
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Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine | 
 
 
 
 Beyond Pixels and Triangles
 
 
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Real-Time Damage Deformation Methods | 
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Ray Tracing Effects without Tracing Rays | 
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Implementing Ray Tracing on the GPU | 
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GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach | 
 
 
 
 Environmental Effects
 
 
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Cached Procedural Textures for Terrain Rendering | 
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True-to-Life Real-Time Animation of Shallow Water on Today�s GPUs | 
 
 
 
 Tools, Tips, and Tricks
 
 
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Implementing Radiosity for a Light Map Precomputation Tool | 
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Dynamic Branching on Non-PS3.0 Hardware | 
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GLSL Shader Debugging with GLIntercept | 
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GPU Performance of DirectX 9 Per-Fragment Operations Revisited | 
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