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Reflection / Refraction


Inexpensive Underwater Caustics Using Cg
Daniel Sanchez-Crespo
Available Online at Gamasutra, 2003.
Abstract: This article explains an aesthetics-driven method for rendering the underwater lighting effects known as "caustics" in real-time. We believe the technique is fully original, and has very low computational cost. The results look remarkably realistic, and the method can easily be implemented in most graphics hardware. This simplified approach has proven very successful in many fractal-related disciplines, such as mountain and cloud rendering or tree modeling. This article should satisfy both those interested in water rendering algorithms, as well as those wanting an introduction to pixel shader programming in Cg.

Cube Map Lighting Techniques

Kenneth L. Hurley
Game Programming Gems 3, 2003.
Abstract: This article will describe some ways to encode different lighting conditions as well as other properties within cube maps. It will give a brief overview of the properties of cube maps and how to index into them. Topics include: Physical Properties of Cube Maps, Getting data to/from a Cube Map, Rendering with the Cube Map, Encoding Cloud Cover, Encoding Lights in a Cube Map, Encoding Diffuse Lighting in a Cube Map, and Encoding a Day/Night Cycle into a Cube Map.

Approximating Fish Tank Refractions
Alex Vlachos (ATI Research)
Game Programming Gems 2, 2001.
Abstract: This article briefly explains a method for approximating the refraction effect seen when looking through the side of a fish tank. The majority of this article explains how to construct the transformation matrix that will be applied to the geometry inside the tank to simulate the refraction effect.

Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term
Anis Ahmad (University of Waterloo)
Game Programming Gems, 2000.
Abstract:

Refraction Mapping for Liquids in Containers

Alex Vlachos and Jason L. Mitchell (ATI Research)
Game Programming Gems, 2000.
Abstract:

Refractive Texture Mapping, Part One
Gustavo Oliveira (Electronic Arts)
Available Online at Gamasutra, 2000.
Abstract: Gustavo Oliveira presents, in two parts, a detailed implementation of refractive texture mapping for a simple water wave simulation using directional sine waves applied to a flat polygonal mesh. In this installment, Gustavo investigates the use of sphere mapping to simulate curved-surface reflections.

Refractive Texture Mapping, Part Two
Gustavo Oliveira (Electronic Arts)
Available Online at Gamasutra, 2000.
Abstract: The second part of Gustavo Oliveira's detailed implementation of refractive texture mapping for a simple water wave simulation using directional sine waves applied to a flat polygonal mesh looks at how refractive texture mapping can be implemented to simulate refractions.

Hardware Accelerated Spherical Environment Mapping Using Texture Matrices
Rob Wyatt
Available Online at Gamasutra, 2000.
Abstract: Using sphere maps, you can create very high performance and cheap static reflections which in most cases are good enough for game reflections, another very useful example is creating realistic specular highlights from an infinite light source. This article will show a hardware T&L accelerated method of using sphere maps.

Inside Direct3D: Stencil Buffers
Peter Kovach
Available Online at Gamasutra, 2000.
Abstract: Many 3D games and simulations on the market use cinema-quality special effects to add to their dramatic impact. Stencil buffers can create effects such as composites, decals, dissolves, fades, outlines, silhouettes, swipes, and shadows. Stencil buffers determine whether the pixels in an image are drawn. This means your software can "mask" portions of the rendered image so that they aren't displayed.

 
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