BRDF-based Lighting This article with sample source code describes what BRDF (Bi-directional Reflectance Distribution Function) lighting is and how to do it in realtime using textures. BRDF is basically a weight function with which the light on a surface is modulated to determine what color the eye sees. Dot Product Texture Blending and Per-Pixel Lighting Sim Dietrich
Rendering in 1 bit per pixel January 2002 - Tom Nuydens This article describes how to render diffuse dithered black and white images with 3D hardware. Introduction to Shader Programming March 2002 - Wolfgang Engel This 4 part article shows how to program the vertex and pixel shaders in DirectX 8.x. Fake Phong Shading May 2002 - Daniel Vlasic This thesis describes techniques available for aproximating phong shading in real time. The best technique described is the Blinn shading technique, that maps the vertices onto a specularity map. Advanced Shader Programming: Diffuse & Specular Lighting July 2002 - Wolfgang Engel This article shows how to do diffuse and specular lighting with pixelshaders 1.1, 1.2, and 1.4 for DirectX. Advanced lighting and shading with Direct3D 9 Feb 2003 - Michal Valient This article explains lighting models that goes beyond normal diffuse and phong shading, e.g. Fresnel Term (reflexion), Oren-Nayar (diffuse), and Cook-Torrance (specular). It also shows how to implement them using shaders in Direct3D 9. Xvox demo April, 2003 This demo with source code and technical description shows how to implement displacement mapping with trilinear filtering using vertex shaders in DX8. DirectX 8.0: Enhancing Real-Time Character Animation with Matrix Palette Skinning and Vertex Shaders June, 2001 - Benjamin Freidlin This article shows how to do soft-skinning with multiple weighted transform matrices per vertex. Introduction to the DirectX 9 High Level Shading Language July, 2003 - Craig Peeper, Jason L. Mitchell This article gives a very good introduction to the HLSL and how to use it with DirectX 9. Photo-realistic deferred lighting July, 2003 - Dean Calver This article shows how to implement deferred lighting using PixelShader 2.0 on modern hardware. Deferred lighting is a technique performs lighting in a post render pass, which makes lighting independent of scene complexity. Fresnel Reflection June, 2002 - Matthias Wloka This article shows how to implement fresnel reflection with DirectX 8.1, using either vertex shaders or pixel shaders. High Dynamic Range Rendering June, 2004 - Anirudh S Shastry This article shows how to render a simple scene using HDR textures and adding post processing glow with gaussian blur. Uses DirectX shaders. Per-Pixel Displacement Mapping with Distance Functions 2005 - William Donnelly This article shows how to write a pixel shader that is capable of doing displacement mapping for a planar surface. It doesn't generate geometry so the contours are still flat, but inside the surface the displacements correctly occludes one another. Ease Wrapper A free open source library that wraps both OpenGL and DirectX under one common interface. Many interesting tutorials, including shadow mapping with shaders. Steep Parallax Mapping Morgan McGuire and Max McGuire Shows a more advanced parallax mapping, which allows for self-shadowing and much improved visual. Approximate Ray-Tracing on the GPU with Distance Impostors László Szirmay-Kalos, Barnabás Aszódi, István Lazányi, Mátyás Premecz The result looks good and may be worth investigating if these effects are wanted. Dual Paraboloid Mapping in the Vertex Shader Apr, 2006 - Jason Zink This article shows how to render a scene with parabolic projection, and then how to use this as the environment map for reflections. The technique gives the result somewhere in between spherical mapping and cube mapping, both in performance and quality. Multiple lights in HLSL using deferred lighting This Managed Direct X sample shows how to render a scene with deferred lighting. Variance Shadow Maps Apr, 2006 - William Donnelly, Andrew Lauritzen This article shows a technique for improving the aliasing artifacts of shadowmaps with a very small performance hit. A Closer Look At Parallax Occlusion Mapping Jun, 2006 - Jason Zink
OpenGL Shading Language course Oct, 2006 - Typhoon Labs
GPU Gems Mar, 2006 - nVidia The book is now available online from nVidia. Improved Alpha-Tested Magnification for Vector Textures and Special Effects 2007 - Chris Green Shows how to use distance field in texture to render alias free 2D decals. GPU Gems 2 nVidia The book is available for free online. ShaderX Wolfgang Engel The first ShaderX books are now available online. StarCraft II - Effects and Techniques 2008 - Dominic Filion, Rob McNaughton This article describes how Blizzard have solved their needs for the graphics engine. It covers areas such as Deferred Rendering, Deferred Lighting, SSAO, Depth of Field, and Translucent shadows. GPU Gems 3 nVidia The book is now available online for free. Manuel's relief texture mapping page Lot's of good links of various relief mapping techniques. A Reconstruction Filter for Plausible Motion Blur 2012 - Morgan McGuire, Padraic Hennessy, Michael Bukowski, Brian Osman Shows a technique for rendering images with plausible motion blur via a screenspace post processing shader. Shadertoy This site holds a lot of different shaders that have been implemented and shared by the community. The shaders are presented with a video to quickly demonstrate the result. wili research Ville Timonen Several papers on advanced shader techniques |