- OS Microsoft Windows 7.
- Visual Studio C++ 2012 or higher.
- The DirectX June 2010 SDK
- 2GB RAM or more.
- DirectX 9, DirectX 10 or DirectX 11 capable GPU or higher.
- The latest GPU driver.
- Rendering (Carsten Dachsbacher)
- Per-pixel lists for Single Pass A-Buffer by (Sylvain Lefebvre, Samuel Hornus and Anass Lasram)
- Reducing Texture Memory Usage by 2-Channel Color Encoding by (Krzysztof Kluczek)
- GPU-accelerated Interactive Material Aging by (Tobias Günther, Kai Rohmer, and Thorsten Grosch)
- Simple Rasterization-Based Liquids by (Martin Guay)
- Lighting (Michal Valient)
- Physically Based Area Lights by (Michal Drobot)
- High Performance Outdoor Light Scattering using Epipolar Sampling by (Egor Yusov)
- Volumetric Light Effects in Killzone Shadow Fall by (Nathan Vos)
- Hi-Z Screen-Space Cone-Traced Reflections by (Yasin Uludag)
- TressFX - Advanced Real-Time Hair Rendering by (Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang and Jason Lacroix)
- Wire Anti-Aliasing by (Emil Persson)
- Image Space (Christopher Oat)
- Screen Space Grass by (David Pangerl)
- Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists by (João Raza and Gustavo Nunes)
- Bokeh Effects on the SPU by (Serge Bernier)
- Mobile Devices (Marius Bjørge)
- Realistic Real-Time Skin Rendering on Mobile by (Renaldas Zioma and Ole Ciliox)
- Deferred Rendering Techniques on Mobile Devices by (Ashley Vaughan Smith)
- Bandwidth Efficient Graphics with ARM Mali GPUs by (Marius Bjørge)
- Efficient Morph Target Animation using OpenGL ES 3.0 by (James Lewis Jones)
- Tiled Deferred Blending by (Ramses Ladlani)
- Adaptive Scalable Texture Compression by (Stacy Smith)
- Optimising OpenCL kernels for the ARM Mali-T600 GPUs by (Johan Gronqvist and Anton Lokhmotov)
- 3D Engine Design (Wessam Bahnassi)
- Quaternions Revisited by (Peter Sikachev, Vladimir Egorov and Sergey Makeev)
- glTF: Designing an Open-Standard Runtime Asset Format by (Fabrice Robinet, Rémi Arnaud, Tony Parisi, and Patrick Cozzi)
- Managing Transformations in Hierarchy by (Bartosz Chodorowski and Wojciech Sterna)
- Compute (Wolfgang Engel)
- Hair Simulation in TressFX by (Dongsoo Han)
- Object-Order Ray Tracing for Fully Dynamic Scenes by (Tobias Zirr, Hauke Rehfeld and Carsten Dachsbacher)
- Quadtrees on the GPU by (Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin)
- Two-level Constraint Solver by (Takahiro Harada)
- Non-Separable 2D, 3D and 4D Filtering with Cuda by (Anders Eklund and Paul Dufort)
Acknowledgments
Web Materials
- Per-Pixel Lists for Single Pass A-Buffer (Sylvain Lefebvre, Samuel Hornus, and Anass Lasram)
- Introduction
- Linked Lists with Pointers (Lin-alloc)
- Lists with Open Addressing (Open-alloc)
- Post-sort and Pre-sort
- Memory Management
- Implementation
- Experimental Comparisons
- Conclusion
- Acknowledgments
- Bibliography
- Reducing Texture Memory Usage by 2-Channel Color Encoding (Krzysztof Kluczek)
- Introduction
- Texture Encoding Algorithm
- Decoding Algorithm
- Encoded Image Quality
- Conclusion
- Bibliography
- Particle-Based Simulation of Material Aging (Tobias Güunther, Kai Rohmer, and Thorsten Grosch)
- Introduction
- Overview
- Simulation
- Preview Rendering
- Results
- Conclusions
- Bibliography
- Simple Rasterization-Based Liquids (Martin Guay)
- Overview
- Introduction
- Simple Liquid Model
- Splatting
- Grid Pass
- Particle Update
- Rigid Obstacles
- Examples
- Conclusion
- Bibliography
- Physically Based Area Lights (Michal Drobot)
- Overview
- Introduction
- Area Lighting Model
- Implementation
- Results Discussion
- Further Research
- Conclusion
- Bibliography
- High Performance Outdoor Light Scattering Using Epipolar Sampling (Egor Yusov)
- Introduction
- Previous Work
- Algorithm Overview
- Light Transport Theory
- Computing Scattering Integral
- Epipolar Sampling
- 1D Min/Max Binary Tree Optimization
- Implementation
- Results and Discussion
- Conclusion and Future Work
- Bibliography
- Volumetric Light Effects in Killzone: Shadow Fall (Nathan Vos)
- Introduction
- Basic Algorithm
- Low-Resolution Rendering
- Dithered Ray Marching
- Controlling the Amount of Scattering
- Transparent Objects
- Limitations
- Future Improvements
- Conclusion
- Bibliography
- Hi-Z Screen-Space Cone-Traced Reflections (Yasin Uludag)
- Overview
- Introduction
- Previous Work
- Algorithm
- Implementation
- Extensions
- Optimizations
- Performance
- Results
- Conclusion
- Future Work
- Acknowledgments
- Bibliography
- TressFX: Advanced Real-Time Hair Rendering (Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix)
- Introduction
- Geometry Expansion
- Lighting
- Shadows and Approximated Hair Self-Shadowing
- Antialiasing
- Transparency
- Integration Specifics
- Conclusion
- Bibliography
- Wire Antialiasing (Emil Persson)
- Introduction
- Algorithm
- Conclusion and FutureWork
- Bibliograph