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Vertex Shading


A Programmable Vertex Shader Compiler

Adam Lake (Intel Labs)
Game Programming Gems 3, 2003.
Abstract: This article discusses the implementation of a compiler for programmable vertex shaders. Provided with the article is a full implementation of a simple vertex shader compiler. It also contains documentation on how to create a workspace for building compilers and an example that compiles the OpenGL lighting equation into a DirectX vertex shader. To give a practical foundation for this article, we are focusing on the vertex shader implementation in DirectX8. Future implementations might vary, but the framework and infrastructure we provide should still be applicable.

Implementing Modular HLSL with RenderMonkey
Ron Fosner
Available Online at Gamasutra, 2003.
Abstract: This article examines how to make shaders work using ATI's RenderMonkey API (which works on any hardware that supports shaders, not just ATI's hardware). HLSL stands for High Level Shader Language.

Implementing Lighting Models With HLSL
Wolfgang Engel
Available Online at Gamasutra, 2003.
Abstract: This article examines using the High Level Shader Language (HLSL) which comes with DirectX 9. This is an overview article that serves as a good introduction to the topic.

Animation With Cg
Randima Fernando and Mark J. Kilgard (NVIDIA Corporation)
Available Online at Gamasutra, 2003.
Abstract: Cg targets the ability to programmatically control the shape, appearance, and motion of objects rendered using graphics hardware. Broadly, this type of language is called a shading language. However, Cg can do more than just shading. For example, Cg programs can perform physical simulation, compositing, and other nonshading tasks.

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.

 
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