Environmental Effects
Jason Zink introduces and discusses a series of techniques for adding realism and complexity to a given scene rendering. The topics covered include screen space ambient occlusion, several forms of environment mapping, and dynamic GPU based particle systems.
- Screen Space Ambient Occlusion
- Introduction
- Algorithm Theory
- Implementation
- SSAO Demo
- Conclusion
- Single Pass Environment Mapping
- Introduction
- Algorithm Theory
- Sphere Mapping Parameterization
- Cube Mapping Parameterization
- Dual-Paraboloid Parameterization
- Implementation
- Sphere Mapping Implementation
- Cube Mapping Implementation
- Dual-Paraboloid Implementation
- Demo and Algorithm Performance
- Improving Sphere Mapping Implementation
- Improving Dual Paraboloid Mapping Implementation
- Conclusion
- Dynamic Particle Systems
- Introduction
- Particle Systems Background
- Implementation Difficulty
- GPU Based Particle Systems (D3D9)
- GPU Based Particle Systems (D3D10)
- Algorithm Theory
- Implementation
- Results
- Conclusion