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Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks (2002)
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ShaderX2: Introductions and Tutorials with DirectX 9.0 (2003)
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ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0 (2003)
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ShaderX3: Advanced Rendering with DirectX and OpenGL (2004)
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ShaderX4: Advanced Rendering Techniques (Jan. 2006)
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ShaderX5: Advanced Rendering Techniques (Dec. 2006)
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ShaderX6: Advanced Rendering Techniques (2008)
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ShaderX7 (2009)
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Series edited by Wolfgang Engel

The first three volumes are available in PDF from here.

Combined Table of Contents

Items were grouped by section, and ordered alphabetically (volumes are displayed in parenthesis)

Introduction to Shader Programming (I), Shader Introduction & Tutorial (II)

  • Advanced lighting and shading with Direct3D 9, Michal Valient (II)
  • Basic Shader Development with Shader Studio, John Schwab (I)
  • Introduction to Different Fog Effects, Markus Nübel (II)
  • Introduction to the DirectX® 9 High Level Shading Language, Jason L. Mitchell and Craig Peeper (II)
  • Introduction to the vs_3_0 and ps_3_0 Shader Models, Nicolas Thibieroz, Kristof Beets and A(II)
  • Introduction to Vertex and Pixel Shader Programming, Wolfgang F. Engel (I)
  • Shader Development using RenderMonkeyTM, Natalya Tatarchuk (II)
  • Shadow Mapping with Direct3D 9, Michal Valient (II)
  • The Theory of Stencil Shadow Volumes, Hun Yen Kwoon (II)
  • Tips for creating shader-friendly 3D models, Gim Guan Chua (II)

Vertex Shader Tricks (I)

  • Character Animation with Direct3D Vertex Shaders, David Gosselin (I)
  • Compendium of Vertex Shader Tricks, Scott Le Grand (I)
  • Lighting A Single-Surface Object, Greg James (I)
  • Optimizing Software Vertex Shaders, Kim Pallister (I)
  • Perlin Noise and Returning Results from Shader Programs, Steven Riddle and Oliver C. Zecha (I)
  • Shadow Volume Extrusion using a Vertex Shader , Chris Brennan (I)
  • Vertex Decompression using Vertex Shaders , Dean Calver (I)

Pixel Shader Tricks (I)

  • A Non-Integer Power Function on the Pixel Shader, Philippe Beaudoin and Juan Guardado (I)
  • Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance, Chris Brennan (I)
  • Animated Grass with Pixel and Vertex Shaders, John Isidoro and Drew Card (I)
  • Blending Textures For Terrain, Alex Vlachos (I)
  • Bubble Shader, John Isidoro and David Gosselin (I)
  • Bump Mapped BRDF Rendering, Ádám Moravánszky (I)
  • Crystal/Candy Shader, John Isidoro and David Gosselin (I)
  • Diffuse Cube Mapping, Chris Brennan (I)
  • Disc or Sphere – Emulate Geometry with Shaders – Impostors , Steffen Bendel (I)
  • Hallo World – Font Smoothing with Pixel Shaders, Steffen Bendel (I)
  • Image Processing with Pixel Shaders in Direct3D, Jason L. Mitchell (I)
  • Non-Photorealistic Rendering with Pixel and Vertex Shaders, Drew Card and Jason L. Mitchell (I)
  • Per Pixel Fresnel Term, Chris Brennan (I)
  • Per-pixel Strand Based Anisotropic Lighting, John Isidoro and Chris Brennan (I)
  • Photo Realistic Faces with Vertex and Pixel Shaders, Kenneth L. Hurley (I)
  • Real-Time Simulation and Rendering of Particle Flows, Daniel Weiskopf and Matthias Hopf (I)
  • Rendering Ocean Water, John Isidoro, Alex Vlachos, Chris Bren(I)
  • Rippling Refractive and Reflective Water, Alex Vlachos, John Isidoro and Chris (I)
  • Smooth Lighting with ps.1.4, Steffen Bendel (I)
  • Texture Perturbation Effects, John Isidoro and Guennadi Riguer (I)
  • UV Flipping Technique to Avoid Repetition, Alex Vlachos (I)

Using 3D Textures with Shaders (I)

  • 3D Textures and Pixel Shaders, Evan Hart (I)
  • Truly Volumetric Effects, Martin Kraus (I)

Geometry Manipulation Tricks (II), Introduction and Geometry Manipulation (III), Geometry Manipulation (IV, V, VI,VII)

  • 3D Planets on the GPU, Jesse Laeuchli (II)
  • Accessing and modifying topology on the GPU, Dean Calver (III)
  • Adaptive Re-Meshing for Displacement Mapping, Rafael P. Torchelsen, Carlos A. Dietri(VII)
  • Better geometry batching using light buffers, Renaldas Zioma (IV)
  • Cloth Animation with Pixel and Vertex Shader 3.0, Kristof Beets (II)
  • Cloth without Cloth, Homam Bahnassi and Wessam Bahnassi (V)
  • Collision Shaders, Takashi Imagire (II)
  • Deforming of Mesh Objects using HLSL, Christian Kleinhuis (III)
  • Displacement Mapping, Tom Forsyth (II)
  • Dynamic Terrain Rendering on GPU Using Real-Time Tessellation, Natalya Tatarchuk (VII)
  • Dynamic Wrinkle Patterns and Hatching on Animated Meshes, Jörn Loviscach (V)
  • Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics HardwareGyörgy Antal and László Szirmay-Kalos (VI)
  • Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details,Carlos A. Dietrich, Luciana P. Nedel a(VII)
  • Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details,Carlos A. Dietrich, Luciana P. Nedel a(VII)
  • GLSL Real-time Shader Development, Natalya Tatarchuk, Bill Licea-Kane (III)
  • Implementing Real-Time Mesh Simplification Using Programmable Geometry Pipeline on GPU, Christopher DeCoro and Natalya Tatarch(VI)
  • Improved Appearance Variety for Geometry Instancing, Jonathan Maïm and Daniel Thalmann (VI)
  • Micro-beveled Edges, Homam Bahnassi and Wessam Bahnassi (V)
  • Morph Target Animation, Christian Kleinhuis (IV)
  • Morphing between two different Objects, Ronny Burkersroda (III)
  • Practical Cloth Simulation for Modern GPU, Cyril Zeller (IV)
  • Real-Time Character Animation on the GPU, Michael Nischt (IV)
  • Rendering of Complex Formulas, Christian Kleinhuis (III)
  • Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders, Natalya Tatarchuk, Jeremy Shopf, and C(VII)
  • Shader Implementation of Discrete Wavelet Transform, Tien-Tsin Wong, Chi-Sing Leung (IV)
  • Silhouette Geometry Shaders, Jörn Loviscach (III)
  • Skinning with AniTextures, Wessam Bahnassi (IV)
  • Smoothed N-Patches, Holger Gruen (V)
  • Terrain Geomorphing in the Vertex Shader, Daniel Wagner (II)
  • Using lookup tables in vertex shaders, Carsten Wenzel (II)
  • Vertex Decompression using Vertex Shaders Part 2, Dean Calver (II)

Rendering Techniques (II, III, IV V, VI, VII)

  • A Simple Area Light Model for GPUs, Aick in der Au (V)
  • A Simulation of Thermal Imaging, O’dell Hicks (III)
  • Advanced Sky Dome Rendering, Marco Spoerl and Kurt Pelzer (II)
  • Advanced Water Effects, Kurt Pelzer (II)
  • Alpha-to-coverage in Depth, Kevin Meyers (V)
  • Ambient Occlusion Fields, Janne Kontkanen, Samuli Laine (IV)
  • An Efficient and Physically Plausible Real Time Shading Model, Christian Schüler (VII)
  • Animating Vegetation Using GPU Programs, Ali Botorabi (V)
  • Animation and display of water, Stefano Lanza (III)
  • Bump My Shiny Metal, Andrew Aksyonoff (IV)
  • Care and Feeding of Normal Vectors, Joern Loviscach (VI)
  • Computing Per-Pixel Object Thickness in a Single Render Pass, Christopher Oat and Thorsten Scheuerma(VI)
  • Deferred Lighting on PS with High Dynamic Range, Dean Calver (III)
  • Deferred Rendering Transparency, David Pangerl (VII)
  • Deferred Shading with Multiple Render Targets, Nicolas Thibieroz (II)
  • Deferred Shading with Multisampling Anti-Aliasing in DirectX® 10, Nicolas Thibieroz (VII)
  • Detail Texture Motion Blur, Shawn Hargreaves (III)
  • Dot3 Cel Shading, Ron Barbosa (III)
  • Dot-Product for efficient detail texture mapping, Renaldas Zioma (IV)
  • Drops of Water – and Texture Sprites, Sylvain Lefebvre (II)
  • Dynamic Glossy Environment Reflections Using Summed-Area Tables, Justin Henley, Thorsten Scheuermann (IV)
  • Dynamic Parallax Occlusion Mapping with Soft Shadows, Natalya Tatarchuk (V)
  • Dynamical global illuminations using an environment map, Imagire Takashi (IV)
  • Efficient and Practical TileTrees, Carsten Dachsbacher and Sylvain Lefebv(VI)
  • Efficient Evaluation of Irradiance Environment Maps, Peter-Pike Sloan (II)
  • Efficient Soft Particles, Gilberto Rosado (VII)
  • Fast Skin Shading, John Hable, George Borshukov, and Jim (VII)
  • Filtered Tilemaps, Sylvain Lefebvre (VI)
  • Floating point cube maps, Arkadiusz Waliszewski (II)
  • Fog Volumes, Holger Grün, Marco Spoerl (IV)
  • Fragment level Phong illumination, Emil Persson (II)
  • Galaxy Textures, Jesse Laeuchli (II)
  • Graphics Techniques in Crackdown, Hugh Malan (VII)
  • Hair Rendering and Shading, Thorsten Scheuermann (III)
  • Hardware Accelerated Charcoal Rendering, Markus Nuebel (III)
  • Hardware-Based Ambient Occlusion, Dustin Franklin (IV)
  • Hatching, Stroke Styles & Pointillism, Kevin Buchin and Maike Walther (II)
  • Hemisphere Lighting With Radiosity Maps, Shawn Hargreaves (II)
  • Improved Batching Via Texture Atlases, Matthias Wloka (III)
  • Interlaced Rendering, Oles V. Shishkovtsov (IV)
  • Isocube A Cubemap with Uniformly Distributed and Equally Important Texels ,Liang Wan, Tien -Tsin Wong and Chi-Sing Leung
  • Layered Car Paint Shader, Chris Oat, Natalya Tatarchuk, John Isi(II)
  • Layered Fog, Guillaume Werle (II)
  • Light Indexed Deferred Rendering, Damian Trebilco (VII)
  • Linear Algebra on the GPU, Adam Moravansky (II)
  • Massively Parallel Particle Systems on the GPU, Lutz Latta (III)
  • Meshuggah’s Effects explained, Carsten Wenzel (II)
  • Motion Blur Using Geometry and Shading Distortion, Natalya Tatarchuk, Chris Brennan, John(II)
  • Normal Map Compression, Jakub Klarowicz (II)
  • Normal Mapping without Pre-Computed Tangents, Christian Schueler (V)
  • Overcoming Deferred Shading Drawbacks, Frank Puig Placeres (V)
  • Parallax Mapping, Terry Welsh (III)
  • Parallax Occlusion Mapping Special Feature Rendering, Jason Zink (VI)
  • Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing, Zoe Brawley, Natalya Tatarchuk (III)
  • Practical Geometry Clipmaps for Rendering Terrains in Computer Games, Rafael P. Torchelsen, João L. D. Comba(VI)
  • Practical Precomputed Radiance Transfer, Peter-Pike Sloan (II)
  • Pre-Processing of Complex, Static Scenes for Fast Real Time Graphics, Max Dennis Luesebrink and Kurt Pelzer (V)
  • Quantized Ring Clipping, David Pangerl (VI)
  • Quick Noise for GPUs, Doug E. Smith (VII)
  • Real-time caustics by GPU, Masahiko Nitanda (IV)
  • Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map,Tien-Tsin Wong, Liang Wan, Chi-Sing L(IV)
  • Real-time Obscurances with Color Bleeding, Alex Mendez-Feliu, M. Sbert, J. C(IV)
  • Real-time Rendering and Simulation of the Airbrush Media for Metallic Appearance,Joachim Diepstraten, Tibor Schütz (IV)
  • Real-Time Texture-Space Skin Rendering, David Gosselin, Pedro V. Sander, Jason(III)
  • Reduction of lighting calculations using Spherical Harmonics, Vlad Stamate (III)
  • Reflections from Bumpy Surfaces, Henning Mortveit (III)
  • Reflective Shadow Maps, Carsten Dachsbacher (IV)
  • Rendering Objects as Thick Volumes, Greg James (II)
  • Rendering Semitransparent Layered Media, Chris Oat (III)
  • Rendering Surface Details with Relief Mapping, Fábio Policarpo, Manuel M. Oliveira (IV)
  • Rendering Volumes in a Vertex & Pixel Program by Ray Tracing, Eli Z. Gottlieb (II)
  • Rendering Voxel Objects with ps_3_0, Aaron Burton (II)
  • Screen-aligned Particles with Minimal VertexBuffer Locking, O’dell Hicks (II)
  • Simplified High Quality Anti-aliased Lines, Stephen Coy (VII)
  • Simulating Blending Operations on Floating Point Render Targets, Francesco Carucci (II)
  • Simulation of Iridescence and Translucency on Thin Surfaces, Natalya Tatarchuk and Chris Brennan (II)
  • Specular Bump mapping on pre-ps_1_4 Hardware, Matthew Halpin (II)
  • Stereoscopic rendering in hardware using shaders, Thomas Rued (II)
  • Triangle mesh tangent space calculation, Martin Mittring (IV)
  • Turbulent Sun, Jesse Laeuchli (II)
  • Uniform Cubemap for Dynamic Environments, Tze-Yui Ho, Chi-Sing Leung and Tien-Ts(VI)
  • ZT-Buffer Algorithm, David Pangerl (V)

Software Shaders and Shader Programming Tips (II, III)

  • FX Composer – Standardization, Chris Maughan, Daniel Horowitz (III)
  • Named Constants in Shader Development, Jeffrey Kiel (II)
  • Optimizing Dx9 Vertex Shaders for Software Vertex Processing, Kent F. Knox (III)
  • SoftD3D – A software only implementation of Microsoft’s Direct3D API, Oliver Weichhold (II)
  • Software Shaders and DirectX DLL Implementation, Nicolas Capens (III)
  • Software Vertex Shader Processing, Dean Macri (II)
  • Tactical Path-Finding using Stochastic Maps on the GPU, Khanh Phong Ly (III)
  • x86 Shaders – ps_2_0 Shaders in Software, Nicolas Capens (II)

Image Space (II, III, IV, V, VI, VII)

  • A Fast, Small-Radius GPU Median Filter, Morgan McGuire (VI)
  • A Steerable Streak Filter, Chris Oat (III)
  • Adaptive Glare, Tiago Sousa (III)
  • Advanced Image Processing with DirectX® 9 Pixel Shaders, Jason L. Mitchell, Marwan Y. Ansari an(II)
  • Color Grading, Ronny Burkersroda (III)
  • Deferred Rendering using a Stencil Routed K-Buffer, Louis Bavoil and Kevin Myers (VI)
  • Efficient Post-processing with Importance Sampling, Balázs Tóth, László Szirmay-Kalos, and(VII)
  • Efficient Real-Time Motion Blur for Multiple Rigid Objects, Ben Padget (VII)
  • GPU-Based Active Contours for Real-Time Object Tracking, Natasha Tatarchuk (VI)
  • HDR meets Black&White 2, Francesco Caruzzi (VI)
  • Image Effects with DirectX® 9 Pixel Shaders, Marwan Y. Ansari (II)
  • Improved Depth of Field Rendering, Thorsten Scheuermann, Natalya Tatarchu(III)
  • Jump Flooding – An Efficient and Effective Communication on GPU, Guodong Rong and Tiow-Seng Tan (V)
  • Lighting Precomputation Using the Relighting Map, Tien-Tsin Wong, Chi-Sing Leung, Kwok-H(III)
  • Mandelbrot set rendering, Emil Persson (II)
  • Motion Blurring Environment Maps, Jason Mitchell (IV)
  • Night Vision – Frame Buffer Post-Processing with ps_1_1 Hardware, Guillaume Werle (II)
  • Non-Photorealistic Postprocessing Filters in MotoGP 2, Shawn Hargreaves (II)
  • Per-pixel Motion Blur for Wheels, Damyan Pepper (VI)
  • Post-tonemapping resolve for high quality HDR antialiasing in D3D10, Emil Persson (VI)
  • Real-Time Depth of Field Simulation, Guennadi Riguer, Natalya Tatarchuk and(II)
  • Real-Time Depth-of-Field Implemented with a Post-Processing only Technique, David Gilham
  • Real-time Flow-based Image Abstraction, Jan Eric Kyprianidis and Jürgen Döllne(VII)
  • Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX® 10, Nick Thibieroz (VI)
  • Selective Supersampling, Emil Persson (V)
  • Shaderey – NPR Style Rendering, Aras Pranckevicius (III)
  • Simulating the Visual Effects of a Video Recording System, Joachim Diepstraten (IV)
  • Texture Compression with Coefficient Domain Shaders, Chi-Sing Leung, Tien-Tsin Wong, Ping M(IV)
  • Using pixel shaders to implement a mosaic effect using character glyphs,Roger Descheneaux and Maurice Ribble (II)

Shadows (II, III, IV, V, VI, VII)

  • A Hybrid Method for Interactive Shadows in Homogeneous Media, Chris Wyman and Shaun Ramsey (VII)
  • Alias-free Hard Shadows with Geometry Maps, László Szécsi (V)
  • Approximate Cumulative Distribution Function Shadow Mapping, Holger Gruen (VI)
  • Cascaded Shadow Maps, Wolfgang Engel (V)
  • Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping, John R. Isidoro (V)
  • Efficient Omnidirectional Shadow Maps, Gary King, William Newhall (III)
  • Eliminate surface acne with gradient shadow mapping, Christian Schüler (IV)
  • Facetted Shadow Mapping for Large Dynamic Game Environments, Ray Tran (VII)
  • Fake Soft Shadows Using Precomputed Visibility Distance Functions, Aras Pranckevicius (III)
  • Fitted Virtual Shadow Maps and Shadow Fog, Markus Giegl (VI)
  • Fractional-Disk Soft Shadows, Michal Valient, Willem H. de Boer (III)
  • Multisampling Extension for Gradient Shadow Maps, Christian Schueler (V)
  • Poisson Shadow Blur, Jason Mitchell (III)
  • Practical Cascaded Shadow Maps, Fan Zhang, Alexander Zaprjagaev, Allan(VII)
  • Queried Virtual Shadow Maps, Markus Giegl and Michael Wimmer (V)
  • Real-time dynamic shadows for image-based lighting, Mark Colbert, Jaroslav Krivánek (VII)
  • Real-time soft shadows using the PDSM technique, Jean-François St-Amour, Eric Paquette,(IV)
  • Real-time Soft Shadows with Shadow Accumulation, László Szirmay-Kalos and Barnabás Aszó(V)
  • Removing Shadow Volume Artifacts by Spatial Adjustment, Chi-Sing Leung, Tze-Yui Ho and Tien-Ts(VI)
  • Rendering Filtered Shadows with Exponential Shadow Maps, Marco Salvi (VI)
  • Reverse extruded shadow volumes, Renaldas Zioma (II)
  • Robust ObjectID Shadows, Sim Dietrich (II)
  • Robust Shadow Mapping with Light-Space Perspective Shadow Maps, Michael Wimmer, Daniel Scherzer (IV)
  • Shadowbuffer Frustum Partitioning, Tom Forsyth (IV)
  • Soft Projected Shadows, Aras Pranckevicius (IV)
  • Soft Shadows, Flavien Brebion (II)
  • Stable rendering of cascaded shadow maps, Michal Valient (VI)

Engine Design with Shaders (I), 3D Engine and Tools Design (II), 3D Engine Design (III, IV, V, VI, VII)

  • 3D Engine Tools with C++CLI, Wessam Bahnassi (VI)
  • A Flexible Material System in Design, Maxime Beaudoin (VI)
  • Advanced GUI system for games, Pawel Rohleder (VII)
  • An Extensible Direct3D Resource Management System, Wessam Bahnassi (III)
  • Automatic Load Balancing Shader Framework, Gabriyel Wong and Jianliang Wang (VII)
  • Case Study: Designing a Shader-Subsystem for a Next-Gen Graphics Engine,Wolfgang Engel (IV)
  • Cross platform rendering thread: design and implementation, Guillaume Blanc (VII)
  • Designing a Renderer for Multiple Lights – The Light Pre-Pass Renderer –Wolfgang Engel (VII)
  • Designing a Vertex Shader-Driven 3D Engine for the Quake III level and Shader Format, Bart Sekura (I)
  • Designing Plug-in Shaders with HLSL, Wessam Bahnassi (V)
  • Drawing a Crowd, David Gosselin, Pedro V. Sander and Ja(III)
  • Effect Parameters Manipulation Framework, Wessam Bahnassi (III)
  • Efficient HDR Texture Compression, Tze-Yui Ho and Chi-Sing Leung (VI)
  • Elemental Engine II, Kenneth Hurley (VII)
  • First Thoughts on Designing a Shader-Driven Game Engine, Steffen Bendel (I)
  • Game Engine Friendly Occlusion Culling, Jiri Bittner, Oliver Mattausch, Michae(VII)
  • Integrating Shaders into the Vision Rendering Engine, Dag Frommhold, Florian Born (III)
  • Post-Process Fun with Effects Buffers, Tom Forsyth (II)
  • Post-Processing Effects in Design, Aurelio Reis (V)
  • Post-Processing Effects using DXSAS, Gilberto Rosado (IV)
  • Shader Abstraction, Tom Forsyth (II)
  • Shader Disassembler, Jean-Sebastian Luce (II)
  • Shader Integration in the Gamebryo Graphics Engine, Scott Sherman, Dan Amerson, Shaun Kime(II)
  • Shader System Integration: Nebula2 and 3ds Max, Kim Hyoun Woo (V)
  • Shader Visualization Systems for The Art Pipeline, Homam Bahnassi, Wessam Bahnassi (III)
  • Shaders under Control (Codecreatures Engine), Oliver Hoeller (II)
  • Tips and Tricks for D3DX Effects Based Renderer, Aras Pranckevicius (IV)
  • Transparent Shader Data-Binding, Dustin Franklin (V)
  • Using LUV color space with the Light Pre-Pass Renderer, Pat Wilson (VII)
  • Vertex Shader Compiler, David Pangerl (II)
  • Visualization with the Krass© Game-Engine, Ingo Frick (I)

Beyond Pixels and Triangles (IV, V, VI, VII)

  • A GPU Panorama Viewer for Generic Camera Models, Frank Nielsen (V)
  • A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball, Frank NIELSEN (VII)
  • AMD DirectX® 10 Performance Tools and Techniques, Jonathan Zarge, Seth Sowerby and Guenn(VI)
  • An Interactive Tour of Voronoi Diagrams on the GPU, Frank Nielsen (VI)
  • Collision Detection Shader Using Cube-Maps, Rahul Sathe (V)
  • Explicit Early-Z Culling for Efficient Fluid Flow Simulation, Pedro V. Sander, Natalya Tatarchuk and(V)
  • Free-Viewpoint Video on the GPU, Marcos Avilés and Francisco Morán (VII)
  • GPU powered path-finding using precomputed Navigation Mesh approach, Renaldas Zioma (IV)
  • Implementing High-Quality PRNG on GPU, Wai-Man Pang, Tien-Tsin Wong, Pheng-An(V)
  • Implementing Ray-Tracing on the GPU, Martin Christen (IV)
  • Interactive Image Morphing Using Thin-Plate Spline, Xiaopei Liu, Liang Wan, Xuemiao Xu, Ti(VII)
  • Interactive Image Segmentation Based on GPU Cellular Automata, Frank Nielsen (V)
  • Large crowds of autonomous animated characters using fragment shaders and level of detail, Erik Millán, Benjamín Hernández, Isaac(V)
  • n-Body Simulations on the GPU, Jesse Laeuchli (VI)
  • Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX®10, Nicolas Thibieroz (VII)
  • Printf shader for debugging pixel shaders, Alexander Ehrath (V)
  • Ray Tracing Effects without Tracing Rays, László Szirmay-Kalos, Barnabás Aszódi,(IV)
  • Real-Time Audio Processing on the GPU, Fernando Trebien and Manuel M. Oliveir(VI)
  • Real-time Cellular Texturing, Andrew Griffiths (V)
  • Real-time damage deformation methods, Vlad Stamate (IV)
  • Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU, Takahiro Harada (VII)
  • Storing and Accessing Topology on the GPU: A Case Study on Mass-Spring Systems, Carlos A. Dietrich, João L. D. Comba a(V)

Tools Environmental Effects (III), Environmental Effects (III, IV, V, VI, VII)

  • A Dynamic Sky System, Michael Gehling (IV)
  • A Practical Analytic Model for Daylight with Shaders, Marco Spoerl (III)
  • Advanced Geometry for Complex Sky Representation, James Sun (VII)
  • Animation and Rendering of Underwater God Rays, Stefano Lanza (V)
  • Cached Procedural Textures for Terrain Rendering, Carsten Dachsbacher (IV)
  • Dynamic Weather Effects, Charlie Birtwistle and Stephen McAuley(VII)
  • Generating Shaders From HLSL Fragments, Shawn Hargreaves (III)
  • In-Depth Performance Analyses of DirectX9 Shading Hardware concerning Pixel Shader and Texture Performance, Joachim Diepstraten, Mike Eißele (III)
  • Interactive Hydraulic Erosion on the GPU, Ondrej Štava, Bedrich Beneš, and Jaros(VII)
  • Light Shaft Rendering, Jason Mitchell (III)
  • Per-Pixel Lit, Light Scattering Smoke, Aurelio Reis (V)
  • Procedural Ocean Effects, László Szécsi and Khashayar Arman (VI)
  • Rendering Multiple Layers of Rain with a Post-Processing Composite Effect, Natalya Tatarchuk
  • Rendering Rainbows, Clint Brewer (III)
  • Rendering Realistic Ice Objects, Anders Nivfors (VI)
  • Rendering Snow Cover, Gilberto Rosado (IV)
  • Shaderbreaker, Magnus Österlind (III)
  • Spherical Billboards for Rendering Volumetric Data, Tamás Umenhoffer, László Szirmay-Kalos(V)
  • Sunlight with Volumetric Light Rays, Pawel Rohleder (VI)
  • True-to-life Real-time Animation of Shallow Water on Today’s GPUs, Yung-fen Chi (IV)
  • Volumetric Clouds, Jesse Laeuchli (III)
  • Volumetric Clouds and Mega Particles, Homam Bahnassi and Wessam Bahnassi (V)
  • Winter Wonderland, Bryan Dudash (IV)

Global Illumination Effects (V), Global Illumination (VI, VII)

  • Deferred Occlusion from Analytic Surfaces, Jeremy Shopf, Joshua Barczak, Thorsten(VII)
  • Fast Fake Global Illumination, Emmanuel Briney, Victor Ceitelis and D(VII)
  • Image-Space Horizon-Based Ambient Occlusion, Louis Bavoil and Miguel Sainz (VII)
  • Incremental Instant Radiosity, Hannu Saransaari, Samuli Laine, Janne (VI)
  • Indirect Diffuse and Glossy Illumination on the GPU, István Lazányi and László Szirmay-Kalo(V)
  • Instant radiosity with GPU photon tracing and approximate indirect shadows, László Szécsi
  • Interactive Global Illumination with Precomputed Radiance Maps, Laszlo Szecsi, László Szirmay-Kalos, a(VI)
  • Interactive Refractions and Caustics Using Image-Space Techniques, Chris Wyman (V)
  • Irradiance Volumes for Real Time Rendering, Chris Oat (V)
  • Per-Pixel Ambient Occlusion using Geometry Shaders, Dave Bookout (VII)
  • Practical Methods for a PRT-based Shader Using Spherical Harmonics, Jerome Ko, Manchor Ko and Matthias Zwi(VI)
  • Real Time Photon Mapping Approximation on the GPU, Vlad Stamate (VI)
  • Real-Time Subsurface Scattering using Shadow Maps, Hyunwoo Ki (VII)
  • Screen Space Ambient Occlusion, Vladimir Kajalin (VII)
  • Splatting of Diffuse and Glossy Indirect Illumination, Carsten Dachsbacher and Marc Stamminge(V)
  • Variance methods for Screen-Space Ambient Occlusion, Angelo Pesce (VII)

Mobile Devices (V), Handheld Devices (VI, VII)

  • Augmented Reality on Mobile Phones, Daniel Wagner, Lukas Gruber, Dieter Sc(VII)
  • Cartoon Fire Effects Using OpenGL ES, David Minor (V)
  • Efficiently Using Tile-Based GPUs on Mobile Phones, Maurice Ribble (VI)
  • Every Cycle Counts Level of Detail Shaders, Kristof Beets (VI)
  • Facial Animation for Mobile GPUs, Andrew Senior (VII)
  • Implementing Graphical Benchmark in OpenGL ES, Szabolcs Horvath, Csaba Keszegh and La(VI)
  • Maximal Performance and Image Quality with Minimal Precision, Ken Catterall (VI)
  • OpenGL ES Engine, Dan Ginsburg (V)
  • OpenGL ES Performance Recommendations for Mobile Devices, Kristof Beets (V)
  • OpenGL ES Shaders for Mobile Devices, Kristof Beets (V)
  • Optimised Shaders for Advanced Graphical User Interfaces, Ken Catterall (VII)
  • Optimizing your first OpenGL ES Applications, Kristof Beets, Mikael Gustavsson, Erik(VII)
  • Real-time Tile based Texture Synthesis Using Non-rectangular Grids, Georg Kolling (V)
  • Shaders Gone Mobile Porting from Direct3D to Open GL ES, Mikey Wetzel (VI)
  • Shadow Techniques for OpenGL ES, JonathanFeldstein (VI)

Tools (IV)

  • Dynamic Branching on non-ps_3_0 Graphics Hardware, Emil Person (IV)
  • GLSL Shader Debugging with GLIntercept, Damian Trebilco (IV)
  • GPU Performance of DirectX 9 Per-Fragment Operations Revisited, M. Eissele and J. Diepstraten (IV)
  • Implementing Radiosity for a Light map Precomputation Tool, Florian Born (IV)
  • Indicator Materials, Kurt Pelzer (IV)
  • The SuperShader, Morgan McGuire (IV)

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