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Vertex Shading

A Programmable Vertex Shader Compiler |  |
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
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
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
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
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
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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