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FilouGK

Monday, February 5, 2007

Aerial perspective

Today, i coded the Aerial perspective given in the ONeil GPU Gems II chapter. It looks quite nice but need some GPU power. That's why i want to use another technique but seems that it's hard to mix different techniques, one for skycolors and another for Aerial perspective.


Posted by FilouGK at 4:01 PM
Labels: Sky Rendering

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FilouGK
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Video

  • GPU Geometry Clipmaps
  • HyperSphere

Demo

  • GPU Geometry Clipmaps Demo 25.03.2007

Source

  • GPUgx Dx9 1.5 wip 05 07 2009
  • GPUgc Dx10 wip 05 09 08
  • GPU Ocean
  • GPU Sky Nishita 93
  • CPU & GPU implementation based on Crytek's paper for CryEngine2 & ONeil GPU Gems 2

Books, Journals, Academic papers, Articles

  • Real-Time Shading with Reverse Reprojection Caching
  • Precomputed Atmospheric Scattering
  • Solid Texture Synthesis from 2D Exemplars
  • Parallel-Split Shadow Maps on Programmable GPUs
  • Real-Time Rendering of Planets with Atmospheres

Posts

  • Noise Rendering (2)
  • Ocean Rendering (1)
  • Physic Simulation (1)
  • Sky Rendering (6)
  • Terrain Rendering (12)

Blog Archive

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    • ▼  February (5)
      • GPU Geometry Clipmaps WIP
      • GPU Geometry Clipmaps WIP
      • GPU Geometry Clipmaps
      • Aerial perspective
      • Realtime rendering of atmosphere scattering
  • ►  2006 (1)
    • ►  December (1)
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