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Re: Papers about Rendering Techniques [Re: HeelX] #445454
09/10/14 00:30
09/10/14 00:30
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Well, if you're not looking for some kind of realistic refraction it's really easy. Otherwise I don't think that it's possible without approximations or cheap fakes.


POTATO-MAN saves the day! - Random
Re: Papers about Rendering Techniques [Re: Kartoffel] #445457
09/10/14 08:57
09/10/14 08:57
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
I don't know about a paper which describes just the very basics but basically what you want to do is:
1. Render your Scene without the transparent object to a RT
2. Render you transparent object and project the scene's RT on it + apply distortions based on the object's normals

This is of course a crude approximation and does not work well with multiple overlapping transparent objects (+ several other limitations) but it's still pretty popular in the real-time realm.
It also looks a lot better if you vary the distortion strength for the different color channels which gives you chromatic aberration (stronger offset for blue, weaker offset for red, green in between).
Depending on your use case you could also use a cubemap which gives you more information of the environment. There should be a shader on the wiki which does this.

Re: Papers about Rendering Techniques [Re: Hummel] #449405
03/18/15 17:21
03/18/15 17:21
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Update. I'm not going to color the updates blue anymore; too much work to uncolor them later again. Instead, I'll additionally attache my cached stuff to the update posts in the future; like so:


Super-Awesome-Somewhat-Random-Papers-Collection

A Pixel Is Not A Little Square! [And a Voxel is Not a Little Cube]


General Stuffs:
Texts Rasterization Exposures
Conservative and Tiled Rasterization Using a Modified Triangle Setup
Physically Based Camera Rendering
Improving Noise
BF3: Culling the Battlefield
Rendering Fields of Grass
Antialiased 2D Grid, Marker, and Arrow Shaders
A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering
Light probe interpolation using tetrahedral tessellations
Combatting Rendering Latency
CryEngine3 Graphic Gems [.pptx]

VR:
Advanced VR Rendering
[Valve]

Procedural Stuffs:
Enhanced Sphere Tracing

Simplex noise
Simplex noise demystified
Graphical Interface Models for Procedural Mesh Growing

Improving Gabor Noise
ProceduralNoise using Sparse Gabor Convolution
Gabor Noise by Example


Water:
Water Technology of Uncharted
Ocean Optics Web Book


Physics:
Advanced Volumetric Effects for Games


Image Processing:
Super-Resolution From a Single Image


Color:
Gamma error in picture scaling
Banding in Games: A Noisy Rant [!]

Color Banding Removal
Tone Mapping High Dynamic Range Videos using Wavelets


Geometry:
Interior Distance Using Barycentric Coordinates
Marching Diamonds for Unstructured Meshes

Efficient and High Quality Contouring of Isosurfaces on Uniform Grids


Animation|Skinning|Deformation:
Key Frame Interpolation via Splines and Quaternions
[Kochanek-Bartels Splines for Quaternions]
Animating Rotation with Quaternion Curves [pretty accessible]
A General Construction Scheme for Unit Quaternion Curves
Dual-Quaternions
[sample dq-class]
Destiny Character-Animation

Tessellation:


Light Scattering
Optical Models for Direct Volume Rendering [basics of absorption, emission and scattering]
Practical Real-Time Lens-Flare Rendering

Indirect Illumination:
Interactive Diffuse Global Illumination Discretization Methods For Dynamic Environments
Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer

Global Illumination Compendium
WebGL Deferred Irradiance Volumes
Scalable Ambient Obscurance [state of the art SSAO]
Point-Based Global Illumination for Movie Production
The Technology Of The Tomorrow Children

Basis Functions:


Shadows:
Soft Shadow Mapping [WebGL Demos of various techniques]
Moment Shadow Mapping

Lighting|Radiometry|BRDFs:
Physically-Based Shading at Disney

The Comprehensive PBR Guide
readings on physically based rendering [ALL the stuffs]
An Overview of BRDF Models

Basic radiometric quantities
Colour Rendering of Spectra
Real Shading in Unreal Engine 4
Real-Time Refraction Through Deformable Objects
Simple Alternative to Clustered Shading for Thousands of Lights
Cosine Lobes for Interactive Direct Lighting in Dynamic Scenes
Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs

Glitter stuffs:
Simulation of sparkles in metallic paints
Photo-realistic Rendering of Metallic Car Paint from Image-Based Measurements


Anti-Aliasing:
Aggregate G-Buffer Anti-Aliasing


GPU-Programming and Architecture:
How bad are small triangles on GPU and why?
'Rasterization patterns' of Haswell GPU
Vertex Shader Tricks [live presentation]
Low-level Shader Optimization for Next-Gen and DX11
GPU Profiling 101
How GPU Shader Cores Work
GPU Rasterizer Pattern
A Closer Look at GPUs
Uniform buffers vs texture buffers: The 2015 edition
Depth In-depth
101 Uses for Raster Ordered Views using DirectX 12
Efficient Rendering with DirectX 12 on Intel Graphics
Sea Islands Series Instruction Set Architecture
AMD GCN presentation
GCN Architecture whitepaper
GCN – two ways of latency hiding and wave occupancy


Math:
Interpolation and Splines [ppt]
Trigonometry: Laws And Identities
Theoretical Computer Science Cheat Sheet

Cheap analytic curva... [shadertoy]
Hammersley Points on the Hemisphere
Smoothen your functions
Approximating the erfinv function


Blogs:
Sebh's blog
g-truc
Procedural World
Uniblock Dev Blog [OpenSimplex noise]
code4k [Advanced HLSL using closures and function pointers]
Extremeistan
erleuchtet.org
briansharpe [proc stuff]
Cyril Crassin's blog
Shinji Ogaki's Blog
Kayvon Fatahalian's Blog
Filmic Worlds - John Hables's blog [pbr stuffs]
C0DE517E


University Publications:
Karlsruher Institut für Technologie


Other Stuffs:
ProceduralContent Generation in Games
Peter Shirley's papers and CV
Khan-Academy
OpenGL capabilities database
Graphics and Imaging Architectures [course]
Rendering Text with DirectWrite/Direct2D and Direct3D11
More Text Rendering with DirectWrite/Direct2D and Direct3D11
Principles of Digital Image Synthesis [book]



(Also, I apparently reached the post length maximum with the main post.)

Last edited by Hummel; 03/18/15 17:22.
Re: Papers about Rendering Techniques [Re: Hummel] #462285
09/19/16 08:33
09/19/16 08:33
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
might be interesting:
DOOM (2016) - Graphics Study
http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Papers about Rendering Techniques [Re: sivan] #462291
09/19/16 11:12
09/19/16 11:12
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
That DOOM article is definitely worth the read!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Papers about Rendering Techniques [Re: Hummel] #463078
11/13/16 22:36
11/13/16 22:36
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Super-Awesome-Somewhat-Random-Papers-Collection



General Stuffs:
Next-gen Mobile Rendering [interesting Unreal pp-pipe tricks]
Space-filling curves for spatial data structures
Historically Significant Papers for Computer Graphics
A Phenomenological Scattering Model for Order-Independent Transparency
software renderer in 500 lines of code
Computational Photography
Deferred and Forward Rendering Approaces Overview
How Kalman Filters Work
Tightening the Precision of Perspective Rendering
Realistic Real-Time Rendering of Eyes and Teeth
High-Quality Capture of Eyes
Peering Through a Glass, Darkly at the Future of Real-Time Transparency
The Path to Path-Traced Movies

VR:
Interaction Design in VR: Valve's Lessons
Mike Alger [youtube-channel]
Learning from Other Disciplines, Industries, and Art Forms


Procedural Stuffs:
Fast Intersection-free Offset Surface Generation [simplified dual-contouring]
Guided Ecological Simulation for Artistic Editing of Plant Distributions in Natural Scenes
A glsl library for building signed distance functions
Spherical Fibonacci Mapping
Fast Ray Tracing of Arbitrary Implicit Surfaces with Interval and Affine Arithmetic
Pseudo Lens Flare [!]
Fitting Procedural Yarn Models for Realistic Cloth Rendering


Water:
Animating Sand, Mud, and Snow [column model]


Physics:



Image Processing:
Low-resolution effects with depth-aware upsampling
Some details on Crytek's DoF [forum thread]
Preparing for Real HDR


Color:
The Importance of Terminology and sRGB Uncertainty

Geometry:
Calculation of Reference Frames along a Space Curve


Animation|Skinning|Deformation:
Quaternion Double-cover and the Rest Pose Neighborhood - 2006 [youtube]


Tessellation:
Real-time Rendering Techniques with Hardware Tessellation

Volumetric Lighting
Physically-based & Unified Volumetric Rendering in Frostbite [ShaderToy]


Indirect Illumination:
A Comparative Study of Screen-Space Ambient Occlusion Methods


Basis Functions:

Shadows:


Lighting|Radiometry|BRDFs:
An Intuitive Introduction to Global Illumination and Path Tracing
Global Illumination in a Nutshell
The Secret Life of Photons - Simulating 2D Light Transport
Implementing a Physically Based Camera
Multiple-Scattering Microfacet BSDFs with the Smith Model
Lighting Mirror's Edge: Catalyst [youtube]
Additional Progress Towards the Unification of Microfacet and Microflake Theories

Glitter stuffs:
Real-time Rendering of Procedural Multiscale Materials

Offline stuffs:

Anti-Aliasing:
Optimized Reversible Tonemapper for Resolve

GPU-Programming and Architecture:
Tools and Techniques for Debugging and Optimization
Approaching Zero Driver Overhead
Optimizations and New DirectX Features in Just Cause 3
D3D11 Texture Update Costs

Math:
Phase Plots of Complex Functions: A Journey in Illustration
Polynomials and the Fast Fourier Transform [elegant FFT]
Interpolating Splines: Which is the fairest of them all?
Adaptive Subdivision of Bezier Curves
Approximation of cubic Bezier Curves by circular Arcs and vice versa
Articulating Space: Geometric Algebra for Parametric Design
Bayesian and Quasi Monte Carlo Spherical Integration for Illumination Integrals [Spherical Fibonacci point sets (slide 49)]
Generating random variables
Frames, Quadratures and Global Illumination: New Math for Games [spherical needlets]


Blogs:
Placeholder Art [PBR stuff (camera/tonemapping, lens flares, IBL)]
Rich Geldreich's Tech Blog [compression stuff]
Krzysztof Narkowicz's blog [pbr stuff]
Brian Karis's blog [pbr stuff]
optimiserly - I like to optimise things


Publications:


University Publications:


Other Stuffs:
Sci-Hub - public access to tens of millions of research papers



Resources:
3D Graphics-oriented Spherical Harmonics Library
Introducing HLSL Tools for Visual Studio
Markdeep
Bob Ross’ The Joy of Painting
Gratin - A programmable node-based system for GPU-friendly applications.
GPU Open
GPUView
Detecting Video-Memory Overcommitment using GPUView

[misc]
Two Minute Papers [youtube channel]
The Theory and Practice of Cameras in Side-Scrollers
PCG, A Family of Better Random Number Generators
Twilight Princess Eyes Breakdown
Tearing-free drawing with GDI
How to C in 2016
The Ultimate Question of Programming, Refactoring, and Everything
http://joeduffyblog.com/Joe Duffy's Blog [Mirdori]

http://brofiler.com/
http://ambientocclusion.hatenablog.com/

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