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Texturing / Shading


Techniques to Apply Team Colors to 3D Models

Greg Seegert (Stainless Steel Studios)
Game Programming Gems 4, 2004.
Abstract: Applying visually appealing team color to 3D models is an important technique in any game with multiple players, whether AI or human controlled. This article explores several techniques for applying team color to arbitrary 3D models. The implementation of each technique is carefully explained, and the benefits and drawbacks of each method are discussed. The techniques include Unique Textures, Polygon Tinting, Texture Masks via Multitexturing, Texture Masks via Multipass, and Advanced Texture Masks via Pixel Shaders.

Real-Time Halftoning: Fast and Simple Stylized Shading

Bert Freudenberg, Maic Masuch, Thomas Strothotte (University of Magdeburg)
Game Programming Gems 4, 2004.
Abstract: This article introduces halftoning as a way of implementing nonphotorealistic rendering styles for computer games. The technique uses only the conventional multitexturing pipeline on common hardware. We show how to create halftone screens for images that resemble pen-and-ink drawing styles, and how to implement fast halftone rendering with modest pixel shading hardware.

Procedural Shaders: A Feature Animation Perspective
David Hart (PDI/Dreamworks), Hector Yee (PDI/Dreamworks), Arcot Preetham (ATI Research)
Game Developers Conference, 2004.
Abstract: Procedural shaders are textures generated from a small number of parameters. This talk compares the procedural shaders used in feature animation such as the Perlin Noise function, brick and fur shaders, and their real-time counterparts, explaining the tradeoffs required to bring them to real time.

Procedural Texturing

Mike Milliger (2015, Inc.)
Game Programming Gems 3, 2003.
Abstract: The goal of this article is to introduce basic concepts for using procedures to manipulate and synthesize images for games and to give simple guidelines for implementation.

Unique Textures

Tom Forsyth (Mucky Foot)
Game Programming Gems 3, 2003.
Abstract: This article explores how to use a relatively small number of artist-generated source textures and combine them at runtime using a variety of blends, fractal methods, and random numbers to create the textures required for the scene.

Rendering with Handcrafted Shading Models
Jan Kautz (Max-Plank-Institut für Informatik)
Game Programming Gems 3, 2003.
Abstract: This article proposes a simple technique called normal distribution function (NDF) shading. It allows an artist to handcraft shading models, with the shape and color of highlights simply stored in bitmaps. The technique uses per-pixel shading, and can also be used in conjunction with bump mapping. Anisotropic shading models can also be created.

Pixel Shader Optimizations for Terrain Rendering

Kenny Mitchell (Electronic Arts)
Graphics Programming Methods, 2003.
Abstract:

An Optimal Dynamic Surface Caching Algorithm

Alexandre Ganea (DC Studios)
Graphics Programming Methods, 2003.
Abstract:

Shader Integration: Merging Shading Technologies on the Nintendo Gamecube
Florian Sauer and Sigmund Vik (Factor 5)
Available Online at Gamasutra, 2002.
Abstract: A general approach to shading is quite valuable and helps in making the right decisions. The general approach of Star Wars: Rogue Leader on the Nintendo Gamecube is described and the decisions made based on it, are outlined. This includes sketching down most of the shading algorithms, their specific implementations, and noting some technical details; as well as various clever bits and pieces. The second part of this features introduces the application of the principles introduced to the area of landscape shading/texturing.

Broken Sword: Palletized JPEG for Game Boy Advance
Francesco Iorio and Andrew Boskett (Revolution Software)
Available Online at Gamasutra, 2002.
Abstract: Broken Sword is a graphical adventure game re-implemented from scratch to work on the Game Boy Advance. Uncompressed, the backgrounds would occupy close to 7MB. This article discusses the technique we used for storing lots of high detail unique backgrounds for use with character (tiled) BG modes.

Generating Procedural Clouds Using 3D Hardware
Kim Pallister (Intel)
Game Programming Gems 2, 2001.
Abstract: In this article, we'll set out to procedurally generate cloud textures that possess some of the properties that real clouds exhibit. In additon, because textures typically reside in graphics subsystem memory, we'll aim to generate the procedural clouds almost entirely using the graphics hardware. Finally, we'll address some ways to scale the technique's quality and performance requirements in order to accommodate a range of target machines.

Operations for Hardware-Accelerated Procedural Texture Animation
Greg James (NVIDIA Corporation)
Game Programming Gems 2, 2001.
Abstract: This article covers a few fundamental operations for generating procedural animations, and puts these to use in specific examples that simulate fire, smoke, water, or perform image processing. With today's consumer hardware, we can even run complex cellular automata programs entirely within the rendering of a 3D accelerator and put the resulting animations to use in various effects.

Cartoon Rendering: Real-time Silhouette Edge Detection and Rendering
Carl S. Marshall (Intel Architecture Labs)
Game Programming Gems 2, 2001.
Abstract: Silhouette detection and rendering is a key component for adding a stylized look to 3D cartoon rendering. The basic concept of silhouette edge detection is to find the important edges that depict the outline of a model. Many cartoon animators illustrate these silhouettes by tracing a black outline around the borders of a model. This cartoon rendering article describes several silhouette edge detection techniques: an edge-based detection method, a programmable vertex shader technique, and an advanced texturing technique. The advantages and disadvantages of each technique are highlighted.

Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders
Adam Lake (Intel Architecture Labs)
Game Programming Gems 2, 2001.
Abstract: The techniques described in this article take advantage of modern real-time graphics capabilities, including texture mapping and programmable vertex shading. The basic idea is to simulate a limited color palette using textures. To do this, we modify the standard diffuse shading equation to create a highlight and shadow color, and use these colors to create a small texture map for each material to be used as a lookup table at runtime. Additionaly, these techniques require no additional markup information from the artist - this article describes the creation of the texture maps and texture coordinates for each material.

Advanced Texturing Using Texture Coordinate Generation
Ryan Woodland (Nintendo Technology Development)
Game Programming Gems, 2000.
Abstract:

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.

Understanding and Using OpenGL Texture Objects
Richard Wright
Available Online at Gamasutra, 1999.
Abstract: What is a texture object, anyway? Apparently, they can improve your textured rendering performance by more than 10 times while using the same hardware. If this sounds like a good deal to you, read on. Wright will tell you all about how to make use of them.

 
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