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ShaderX7: Advanced Rendering Techniques
47 Articles, Edited by Wolfgang Engel, 2009.


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Geometry Manipulation

Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders

Natalya Tatarchuk, Jeremy Shopf, and Chris DeCoro
ShaderX7, 2009.

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba
ShaderX7, 2009.

Dynamic Terrain Rendering on GPU Using Real-Time Tessellation

Natalya Tatarchuk
ShaderX7, 2009.

Adaptive Re-Meshing for Displacement Mapping

Rafael P. Torchelsen, Carlos A. Dietrich, Lu�s Fernando, M. S. Silva, Rui Bastos, and Jo�o L. D. Comba
ShaderX7, 2009.

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba
ShaderX7, 2009.




Rendering Techniques

Quick Noise for GPUs

Doug E. Smith
ShaderX7, 2009.

Efficient Soft Particles

Gilberto Rosado
ShaderX7, 2009.

Simplified High Quality Anti-aliased Lines

Stephen Coy
ShaderX7, 2009.

Fast Skin Shading

John Hable, George Borshukov, and Jim Hejl
ShaderX7, 2009.

An Efficient and Physically Plausible Real Time Shading Model

Christian Sch�ler
ShaderX7, 2009.

Graphics Techniques in Crackdown

Hugh Malan
ShaderX7, 2009.

Deferred Rendering Transparency

David Pangerl
ShaderX7, 2009.

Deferred Shading with Multisampling Anti-Aliasing in DirectX 10

Nicolas Thibieroz
ShaderX7, 2009.

Light Indexed Deferred Rendering

Damian Trebilco
ShaderX7, 2009.




Image Space

Efficient Post-processing with Importance Sampling

Bal�zs T�th, L�szl?Szirmay-Kalos, and Tam�s Umenhoffer
ShaderX7, 2009.

Efficient Real-Time Motion Blur for Multiple Rigid Objects

Ben Padget
ShaderX7, 2009.

Real-time Flow-based Image Abstraction

Jan Eric Kyprianidis and J�rgen D�llner
ShaderX7, 2009.




Shadows

Practical Cascaded Shadow Maps

Fan Zhang, Alexander Zaprjagaev, Allan Bentham
ShaderX7, 2009.

A Hybrid Method for Interactive Shadows in Homogeneous Media

Chris Wyman and Shaun Ramsey
ShaderX7, 2009.

Real-time Dynamic Shadows for Image-based Lighting

Mark Colbert, Jaroslav Kriv�nek
ShaderX7, 2009.

Facetted Shadow Mapping for Large Dynamic Game Environments

Ray Tran
ShaderX7, 2009.




Environmental Effects

Dynamic Weather Effects

Charlie Birtwistle and Stephen McAuley
ShaderX7, 2009.

Interactive Hydraulic Erosion on the GPU

Ondrej �tava, Bedrich Bene? and Jaroslav Kriv�nek
ShaderX7, 2009.

Advanced Geometry for Complex Sky Representation

James Sun
ShaderX7, 2009.




Global Illumination Effects

Screen Space Ambient Occlusion

Vladimir Kajalin
ShaderX7, 2009.

Image-Space Horizon-Based Ambient Occlusion

Louis Bavoil and Miguel Sainz
ShaderX7, 2009.

Deferred Occlusion from Analytic Surfaces

Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat
ShaderX7, 2009.

Fast Fake Global Illumination

Emmanuel Briney, Victor Ceitelis and David Cr�moux
ShaderX7, 2009.

Real-Time Subsurface Scattering using Shadow Maps

Hyunwoo Ki
ShaderX7, 2009.

Instant Radiosity with GPU Photon Tracing and Approximate Indirect Shadows

L�szl?Sz�csi
ShaderX7, 2009.

Variance Methods for Screen-Space Ambient Occlusion

Angelo Pesce
ShaderX7, 2009.

Per-Pixel Ambient Occlusion using Geometry Shaders

Dave Bookout
ShaderX7, 2009.




Handheld Devices

Optimizing your first OpenGL ES Applications

Kristof Beets, Mikael Gustavsson, Erik Olsson
ShaderX7, 2009.

Optimised Shaders for Advanced Graphical User Interfaces

Ken Catterall
ShaderX7, 2009.

Facial Animation for Mobile GPUs

Andrew Senior
ShaderX7, 2009.

Augmented Reality on Mobile Phones

Daniel Wagner, Lukas Gruber, Dieter Schmalstieg
ShaderX7, 2009.




3D Engine Design

Cross Platform Rendering Thread: Design and Implementation

Guillaume Blanc
ShaderX7, 2009.

Advanced GUI System for Games

Pawel Rohleder
ShaderX7, 2009.

Automatic Load Balancing Shader Framework

Gabriyel Wong and Jianliang Wang
ShaderX7, 2009.

Game Engine Friendly Occlusion Culling

Jiri Bittner, Oliver Mattausch, Michael Wimmer
ShaderX7, 2009.

Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer

Wolfgang Engel
ShaderX7, 2009.

Using LUV color space with the Light Pre-Pass Renderer

Pat Wilson
ShaderX7, 2009.

Elemental Engine II

Kenneth Hurley
ShaderX7, 2009.




Beyond Pixels and Triangles

Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU

Takahiro Harada
ShaderX7, 2009.

Free-Viewpoint Video on the GPU

Marcos Avil�s and Francisco Mor�n
ShaderX7, 2009.

A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball

Frank NIELSEN
ShaderX7, 2009.

Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX 10

Nicolas Thibieroz
ShaderX7, 2009.

Interactive Image Morphing Using Thin-Plate Spline

Xiaopei Liu, Liang Wan, Xuemiao Xu, Tien-Tsin Wong, Chi-Sing Leung
ShaderX7, 2009.

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