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4.11
Cluster shader
HDR monitor
SMAA
4.8
Fast reflection
Fast particle system
4.7
Transient Buffer
BC7 compression
4.6
Modernized OpenGL
Area lighting
Cubemap lighting
- Real Shading in Unreal Engine 4
- Crafting Physically Motivated Shading Models for Game Development
- Image-Based Lighting
- Real-Time Computation of Dynamic Irradiance Environment Maps
- AMD Cubemapgen for physically based rendering
- Filtering Cubemaps: Angular Extent Filtering and Edge Seam Fixup Methods
Transient Buffer
Advanced texture compression
4.5
Normal Compression in G-Buffer
Tile-based Deferred Rendering
- Deferred Rendering for Current and Future Rendering Pipelines (SIGGRAPH Courses 2010) [pdf]
- Tiled Shading (Journal of Graphics, GPU, and Game Tools 2011) [pdf]
- Clustered Deferred and Forward Shading (HPG 12) [pdf]
4.4
Screen Space Subsurface Scattering
- Screen-Space Perceptual Rendering of Human Skin (GPU Pro)
- Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look (GDC 2011) [pdf]
Tile-based Deferred Rendering
- Deferred Rendering for Current and Future Rendering Pipelines (SIGGRAPH Courses 2010) [pdf]
- Tiled Shading (Journal of Graphics, GPU, and Game Tools 2011) [pdf]
- Light Indexed Deferred Rendering [pdf]
- Light Indexed Deferred Rendering MJP
- Clustered Deferred and Forward Shading (HPG 12) [pdf]
4.3
LEAN Mapping
- LEAN Mapping (I3D 2011)
Large scale shadow map
- Parallel-Split Shadow Maps on Programmable GPUs (GPU Gems 3)
- Sample Distribution Shadow Maps (I3D 2011)
4.2
Volumetric light
Bokeh filter
Decals rendering
Diffusion-based DoF
- Interactive Depth of Field Using Simulated Diffusion on a GPU
- Real-time, Accurate Depth of Field using Anisotropic Diffusion and Programmable Graphics Cards
- An Optimized Diffusion Depth of Field Solver
4.1
Screen Space Reflection
FFT Bloom filter
Postprocess based stereoscopic
SSGI
4.0
GI
Phong Tessellation
- Phong Tessellation (SIGGRAPH Asia 2008) demo
Skinning with Dual Quaternions
- Geometric Skinning with Approximate Dual Quaternion Blending (TOG 2008)
- C source code for conversion between regular quaternion with translation and dual quaternion
- Cg source code of dual quaternion skinning vertex shaders
Atmospheric Scattering
- Accurate Atmospheric Scattering (GPU Gems 2) source code
- Real-time Atmospheric Effects in Games Revisited (GDC 2007)
- Precomputed Atmospheric Scattering (EGSR2008)
- Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time (CESCG 2009)
- Real-Time Spectral Scattering in Large-Scale Natural Participating Media (SCCG 2010)
3.12
Dual Paraboloid Shadow Map
- Dual Paraboloid Mapping In the Vertex Shader
- Practical Implementation of Dual Parabloid Shadow Maps (2006 ACM SIGGRAPH symposium on Videogames)
- DPSM的参考实现1
- DPSM的参考实现2
- Fast Non-Linear Projections using Graphics Hardware (I3D 2008)
Edge AA
- Morphological Antialiasing (HPG 2009)
- Practical morphological antialiasing on the GPU (SIGGRAPH 2010 poster)
- Subpixel Reconstruction Antialiasing (I3D 2011)
- MLAA的原始CPU实现
- GPU MLAA的Demo
Temporal AA
- Spatio-Temporal Upsampling on the GPU (I3D 2010)
- Exploiting Temporal Coherence in Real-Time Rendering (SIGGRAPH 2010 Course)
- 参考实现
Gamma correction
- Uncharted 2: HDR Lighting Part 1 (GDC 2010)
GI
- Reflective shadow maps (I3D 2005)
- Splatting Indirect Illumination (I3D 2006)
- Imperfect Shadow Maps for Efficient Computation of Indirect Illumination (SIGGRAPH Asia 2008)
- Multiresolution Splatting for Indirect Illumination (I3D 2009)
- Interactive Indirect Illumination Using Adaptive Multiresolution Splatting (TVCG 2009)
- A Fast Deferred Shading Pipeline for Real Time Approximate Indirect Illumination (inria TechReport 2009)
- Screen-Space Bias Compensation for Interactive High-Quality Global Illumination with Virtual Point Lights (I3D 2011)
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