D3DBook:Environmental Effects

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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.

  1. Screen Space Ambient Occlusion
    1. Introduction
    2. Algorithm Theory
    3. Implementation
    4. SSAO Demo
    5. Conclusion
  2. Single Pass Environment Mapping
    1. Introduction
    2. Algorithm Theory
      1. Sphere Mapping Parameterization
      2. Cube Mapping Parameterization
      3. Dual-Paraboloid Parameterization
    3. Implementation
      1. Sphere Mapping Implementation
      2. Cube Mapping Implementation
      3. Dual-Paraboloid Implementation
    4. Demo and Algorithm Performance
      1. Improving Sphere Mapping Implementation
      2. Improving Dual Paraboloid Mapping Implementation
    5. Conclusion
  3. Dynamic Particle Systems
    1. Introduction
    2. Particle Systems Background
      1. Implementation Difficulty
      2. GPU Based Particle Systems (D3D9)
      3. GPU Based Particle Systems (D3D10)
    3. Algorithm Theory
    4. Implementation
    5. Results
    6. Conclusion
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