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Title: Advances in RealTime Rendering in 3D Graphics and Games


1
Regressions in RT Rendering LittleBigPlanet Post
Mortem Alex Evans Anton Kirczenow Media Molecule
Advances in Real-Time Rendering in 3D Graphics
and Games
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
2
Constraints Mash-ups
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
3
LBPs Constraints
  • (Back in 2006)
  • Blank slate
  • no code, no tech, no existing franchise
  • New, Unknown Strange platform
  • but a single platform!
  • User generated content was to be key
  • no pre-computation
  • worst case is the typical case untrained
    artists aka users
  • Distinctive art style based on miniature world
  • style binding content allow LBPs style to shine
    through any UGC
  • My technical prejudices
  • 1.5 programmers 36 months

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
4
Prejudices to force decisions
  • We had little time to mess about, so the
    overriding goal was always whatever is easiest
    to code plays to our strengths
  • no middleware
  • (home-made turtles all the way down please)
  • one code path for all rendering of all objects
  • eg same path for solid, transparent, fx...
  • all lighting per-pixel
  • no per-vertex or (shudder) per-object
    optimizations
  • playing to strength of team I hate vertices, and
    I dont have time to write those secondary paths
    anyway
  • minimum number of knobs for the artists - but
    not too few
  • relatively non-technical art team, busy with
    other tasks

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
5
Prejudices into Features
  • lots of dynamic geometry cloth
  • (we cant pre-compute anything anyway...)
  • motion blur, DOF, flexible color correction
  • used in unusual context
  • unbounded numbers of dynamic lights
  • emphasis on many layers of texture to achieve
    surface look
  • refractive glass
  • correct DOF / motion-blur behind transparent
    objects
  • ability to arbitrarily cover the entire world in
    'stickers' with no loss in frame-rate
  • fluid cloth to drive all FX
  • we almost avoided writing a particle system.
    almost.

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
6
Unusual vertex pipe
  • Avoid Vertex Shader slowness on RSX by using SPU
    instead
  • Add some sexy features to take advantage of SPU
  • Cloth
  • Soft bodies
  • Patch tesselation
  • Point deformers

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
7
Anton shows all
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
8
Vertex pipeline
iterate spring/collision constraints
Verlet Integrate
Collision with world
Input verts
Find cluster matrix
Rigid Skinning
Input bones
X
X
Morph targets
Stitch seams
compute N, T
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
9
Vertex motion
  • SPUs job is to create world-space polygon soup
    per frame
  • P N are triple buffered, allowing simple Verlet
    physics
  • Pnew 2P-drag(P-Pold)-PoldA
  • drag is set by collision routine
  • Meshes automatically turned into springs across
    grids of quads, with artist weighting in vertex
    colors
  • http//www.gamasutra.com/features/20000327/lander_
    02.htm
  • Vertex lerped back to skinned pos
  • using artist defined weights

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
10
Collision Detection
  • SPU does collision against
  • extruded 2D convex shapes (world)
  • swept ellipsoids (character)
  • vertex transformed into old new ellipsoid
    position
  • raycast sphere vs ellipse in stationary ellipse
    space

raycast
Pold
Pold
old
Pnew
new
transform into ellipse space
Pnew
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
11
Clusters
  • Lovely mesh-less algorithm least-squares fit a
    new rigid matrix to a deformed cloud of vertices
  • remove center of mass - that gives translational
    component
  • matrix sum of dyadic of (P-COM) x (Prest-COMrest)
  • multiply by inverse of pre-computed matrix in
    rest pose
  • orthogonalize resulting best-fit matrix to give
    affine transform, and optionally preserve volume
    by normalizing
  • blend with original rigid body matrices to make
    as squishy/rigid as you want
  • more detail Meshless Deformations Based on Shape
    Matching - Muller et al, SIGGRAPH 05

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
12
flexibility of vertex pipeline
  • we ended up using that pipeline not just for
    meshes, decorations, cloth
  • but also SFX like confetti, dust, embers,...
  • allowing us to almost entirely avoid an explicit
    particle system
  • with one exception jet-pack smoke was a simple
    point-sprite based backend on the
    integrated/collided vertices...
  • rendered 1/4 screen-res for fill-rate reasons
  • each point sprite has a 2D gradient across it -
    gives remarkable sense of 3d-ness
  • every pixel samples the suns shadowmap to give
    volumetric shadows in the smoke

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
13
On to pixels graph based?
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
14
fixed everything aint so bad?
  • the graph editor was never used by artists
  • they were happy to composite LOTS of texture
    layers at different scales
  • and left me to hard-code a single uber-shader
    that handled everything else.
  • that BRDF is entirely cooked up based on live
    shader editing and my eyeballs. approximately
  • 2 strong rim-light with color set using artist
    controlled hemisphere based on (V.N)2 with bias
    scale
  • the 2 rim lights are lerped between based on
    sunlight shadow
  • diffuse a mixture of N.L and (N.L)2
  • ambient a simple 2 color hemisphere
  • specular simply (R.L)22

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
15
shadowing
  • one sun light arbitrary numbers of sprite
    lights
  • world has shallow depth, so we got away with very
    simple shadowmapping
  • Initially TSM eg http//www.comp.nus.edu.sg/tan
    ts/tsm/tsm.pdf
  • Finally, just orthogonal single 768x768
    shadowmap!
  • very tightly tuned frustum of shadow casters
  • soft shadows via variance shadow maps AO
    contact shadows
  • just the vanilla form of VSM after Donnelly et
    al
  • lots of light leaking
  • used 16FP render targets with two copies of X,
    X2 in R/G and B/A
  • second copy scaled by 32. recombined in shader -gt
    less boiling

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
16
ambient occlusion for contacts
  • the characters feet were small felt floaty...
  • so we added an AO light that analytically
    computed the occlusion of the character modeled
    as 5 spheres (2 feet, 2 legs, 1 groin)
  • see Inigo Quilez awesome site for derivation
  • http//iquilezles.org/www/articles/sphereao/sphere
    ao.htm

AO (N.D) (r2/D.D)
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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Spritelights take 1
  • as presented at SIGGRAPH 06, I started by slicing
    the view frustum and rendering light volumes
    directly into those slices (as a volume texture)
  • A sort of irradiance volume - but with no
    directional component. (0th order SH)
  • Use grad of irradiance in direction of normal to
    approximate N.L type lighting.

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
18
Sprite Lights Take 1
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
19
Sprite Lights Take 1
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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Sprite lights take 2 Defer?
  • Lay down a Z/N pre-pass at 2X MSAA

...then light as if it were grey plastic
(specular -gt alpha)
  • ...and do sprite lights in the traditional
    deferred way
  • BUT! no G-buffer, no material properties, no
    MRTs just Z, N in

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
21
Sprite lights take 2 Defer?
  • then re-render scene forwards, sampling L
    into BRDF

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
22
sprite lights take 2 god rays
  • now were doing sprite lights properly, we might
    as well add some features god rays!

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
23
god rays implementation
  • completely 2d screenspace effect
  • each light volume is rendered to an off-screen
    surface, one channel per light (in batches of 4)
  • pixel shader integrates light scattering along
    eye ray to first solid object (z buffer distance)
  • 3 pass smear shader then smears
  • dark regions with MIN blending
  • each pass doubles distance of smear
  • similar to masas rthdribl lens-flare streak
    shaders
  • http//www.daionet.gr.jp/masa/rthdribl/

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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god rays implementation
  • completely 2d screenspace effect
  • each light volume is rendered to an off-screen
    surface, one channel per light (in batches of 4)
  • pixel shader integrates light scattering along
    eye ray to first solid object (z buffer distance)
  • 3 pass smear shader then smears
  • dark regions with MIN blending
  • C sample(u,v)
  • for (i0ilt5i)
  • u(u-cu)kcu v(v-cv)kcv
  • Cmin(C, sample(u,v) i/5.f)
  • (where klt1 sets smear radius, cu,cv is the
    screenspace position of the lightsource)

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
25
2 layer transparency
  • deferred shading with alpha. what?

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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2 Layer transparency
  • Exploiting the fact that we have 2X MSAA hardware
  • and we can cast the L buffer to be 2560x720p
    non MSAA
  • deferred lighting done at full 2560x720p
    resolution
  • allows us two independent Z values per final
    pixel
  • PS3 you have to resolve your 2560x720p into
    1280x720 by hand. turn this into a virtue
  • trade transparency for MSAA in different regions
    of the screen
  • custom resolve shader is quite tricky uses alpha
    channel to control blend between the two samples
    - compositing either as A over B or (AB)/2

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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2 layer transparency DOF ...
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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2 is not a big number
  • leads to odd effects when you get more than 2
    layers
  • users actively are exploiting this to great
    effect!

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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2 layers Refraction
  • Glass shader only WRITES to even pixels in X
    (alpha layer)
  • it only READS from odd pixels in X (solid
    layer), sampling from its own screenspace pos P
    perturbed by the glass surface normal
  • k is the index of refraction
  • P.xykN.xy
  • P.x-frac(P.x)0.5 lt--- MAGIC!
  • Couttex2D(screen,P)
  • code above relies on using UVs measured in
    pixels, not 0-1

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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careful MB/DOF calculation
  • Motion-blur DOF were vital to the miniature
    look
  • willing to spend lots of GPU cycles on this
  • however it still runs at half res
  • PASS 0 downsample 2x in Y, 4x in X
  • blend 2 layers correctly according to degree to
    which each sample needs blurring. Alpha channel
    coarse z buffer

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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careful MB/DOF calculation
  • PASS 1 2 7 tap classic DOF with variable
    circle of confusion, checking alpha channel for z
    conflicts
  • samples distorted along direction of screenspace
    motion
  • motion blur comes for free using same sample
    points as DOF

stationary pixel
fast moving pixel
  • Final MSAA Resolve
  • reads 1/2 res blurred image, and composites it
    over the full-res screen
  • however it does this BEFORE blending the two
    alpha layers, and mixes the blurred image into
    each layer only according to that layers need.
  • This conditional blend happens at full res, so no
    need for bilateral filter et al

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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first stab at motion blur
  • we have a screenspace motion vector (x,y) for
    each pixel
  • however, boundaries of objects dont look nice
  • Initially, tried to render geometry extruded
    along direction of motion. however, fast rotating
    objects broke this

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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improving motion blur
  • how to improve leading and trailing edges?
  • insight use 2 frames of info - this frame (1)
    and old frame (0)
  • blur C1 with V0, and C0 with V1 (twice as many
    taps)
  • use Z-in-alpha to help composite samples together

Frame 0
Frame 1
these regions get frame 0 background blurred by
frame 1s velocity
while these regions get fr.1 background, with
fr.0 velocity
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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improving motion blur results
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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fluids how?
  • Stam stable fluids, 2D water-grid PDE, or SPH?
  • Anton will take them all, thanks very much!
  • Stam-style stable fluids can be seen all over the
    place for smoke, fire dissolve fx
  • Water Grid used for sea level
  • Rigid body coupling to grid, generates...
  • ... splash particles, combining SPH water-volume
    preserving forces with existing vertex pipeline
    (verlet, collisions etc)

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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water grid
  • shallow water simulation - 256x128 on SPU
  • fixed grid only contains visible play area, and
    is post-perspective distortion to give even
    tesselation
  • The method is as in Claes Johansons MSc thesis,
    "Real Time Water Rendering Introducing the
    projected grid concept but tweaked
  • to keep the grid evenly spaced in X when the
    camera is very near the surface and looking
    forward.
  • V advects quantities with bicubic filtering
  • linear not good enough - leads to viscous look
  • method is similar to Chapter 11 of Fluid
    Simulation for Computer Graphics by Robert
    Bridson 2008

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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Water rendering
  • The water surface normals are generated by
    bicubic filtering a texture of the height field,
    linear isnt good enough
  • Refraction is just cheesy resampling of screen
    buffer with perturbed UVs by the surface normal
  • additional z check to ensure refracted sample is
    actually below surface

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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Water rendering
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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water grid / rigid body coupling
  • For rigid body coupling
  • find rigid bodies intersecting the water surface,
    take their AABBs and compute the change of
    "submerged-ness" in the water.
  • This is diffused and added to the water depth to
    create wakes and ripples.
  • The method is as per Thurey et. al."Real Time
    Breaking Waves for Shallow Water Simulations"
    2007 ,
  • but with Stam style stable diffusion so it
    doesn't blow up so much.
  • We also add some of the velocities of the
    immersed objects to the water grid

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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Grid -gt SPH Splashes!
  • We generate splashes wherever the water height
    changes rapidly
  • emit particles where these both hold
  • change in water height gt threshold
  • gradient(water height) dot water velocity
    gt 0
  • Splash particles (and bubbles) also add depth to
    the water grid when they collide with it to cause
    secondary ripples.
  • splash particles are in an SPH simulation
  • as per Muller et. al. "Particle based Fluid
    Simulation for Interactive Applications"
    Eurographics 2003
  • with a novel collision detection scheme that is
    more SPU friendly
  • more details in the course notes!

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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splat based splash rendering
  • 2 pass rendering
  • 1st pass sorts coarse quads front-to-back, with
    UNDER compositing of N and alpha
  • this ensures isolated particles look sharp, while
    still blending adjacent particles smoothly
  • each particle is elongated along its direction of
    motion
  • particles near the water surface stretch to
    simulate joining
  • 2nd pass outputs color
  • uses stencil buffer to avoid overdraw
  • uses similar shader as the water surface to
    provide consistency

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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underwater caustics!
  • inspired by Pixars Finding Nemo DVD extras
  • Advanced Animation and Rendering Techniques by
    Alan Watt Mark Watt, 1992, Ch 10.1
  • intersect refracted grid of sun-rays with fixed
    ground-plane beneath the water surface

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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underwater caustics!
  • inspired by Pixars Finding Nemo DVD extras
  • Advanced Animation and Rendering Techniques by
    Alan Watt Mark Watt, 1992, Ch 10.1
  • simply intersect refracted grid of sun-rays with
    fixed ground-plane beneath the water surface
  • on SPU, for each vertex, compute change in area
    of surrounding refracted quads vs un-refracted
    quads
  • output as a gouraud shaded mesh, rendered by GPU
  • blend as MAX rather than , to keep dynamic range
    down

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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Refraction
  • a 1024x512 caustic map renders in only 0.6ms!

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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underwater
  • when rendering main scene, project caustic
    texture through world

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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stable fluids
  • 3 layers of 256x128 2D fluid, used for smoke
    dissolve FX
  • borrowing tricks from Mark Harris GPU
    implementation (GPU Gems)
  • GPU re-samples screenspace z v buffers to
    initialize boundary conditions
  • fluid only run on 3 world aligned slices, that
    scroll with the camera
  • GPU copies from the backbuffer into the fluid
    buffer to cause objects to dissolve
  • SPU outputs list of point sprites on a grid to
    avoid wasting fill rate where there is no fluid

Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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breathe....
  • ...and be thankful that we didnt go through all
    the other fun stuff, like virtual texturing for
    stickering, or procedural mesh generation on the
    SPU...

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remind me what that was about?
  • the key here is that many disparate techniques
    can be blended to create something unique looking
  • its valid to treat dev-time as a primary
    constraint
  • for LBP, we were able to trade accuracy
    generality for good enough approximations...
  • the devil joy is in the details!
  • the SPU freed us from worrying about casting
    every problem as a VS/PS stream processing DX9
    combination
  • which ironically unlocked a lot of fun pre-GPU
    literature
  • avoiding special case code paths kept the
    complexity down and the code coverage good...
  • ...making it cheap to re-visit major decisions,
    like forward vs deferred, and re-implement
    features several times.

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and Games New Orleans, LA (August 2009)
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conclusion
  • in other words,
  • have fun mixing up and blending as many ideas as
    you think will help you achieve the visual look
    youre after
  • (or something)

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thankyou!
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Bibliography 1/5
  • Akenine-Moller T., Haines, E. Hoffman, N. (eds)
    - "Real Time Rendering 3rd Ed." 2008 A. K. Peters
    (pub) - http//www.realtimerendering.com
  • Bridson, R. et. al. - "Curl-Noise for Procedural
    Fluid Flow" 2007 - in ACM Transactions on
    Graphics 2007
  • Bridson, R. - "Fluid Simulation for Computer
    Graphics by Robert Bridson" 2008, Ch. 11 -
    http//www.cs.ubc.ca/rbridson/fluidbook
  • Donnelly, W. Lauritzen A. - "Variance Shadow
    Maps" 2007 - http//www.punkuser.net/vsm/vsm_paper
    .pdf
  • Engel, W. - "Light Pre-Pass Renderer Mark III"
    2009 - in SIGGRAPH 2009 Advances in Real-Time
    Rendering in 3D Graphics and Games course notes,
    2009

Advances in Real-Time Rendering in 3D Graphics
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Bibliography 2/5
  • Evans, A. - "Fast Approximations for Global
    Illumination on Dynamic Scenes" 2006 in SIGGRAPH
    2006 Advanced Real-Time Rendering in 3D Graphics
    and Games course notes - http//ati.amd.com/develo
    per/techpapers.html-acm2006
  • Harris, M. - Fast Fluid simulation on the GPU
    2004 in GPU Gems
  • Iwasaki, Kei et al - "An Efficient Method for
    Rendering Underwater Optical Effects Using
    Graphics Hardware" 2002 - in Computer Graphics
    Forum 2002 - http//nis-lab.is.s.u-tokyo.ac.jp/nis
    /cdrom/cgi/cgf.pdf
  • Johanson C. - "Real Time Water Rendering
    Introducing the projected grid concept" 2004 - in
    MSc Thesis
  • Lander, J. - "Devil in the Blue-Faceted Dress
    Real-Time Cloth Animation" 2000 - In Gamasutra
    Magazine Features, 2000 - www.gamasutra.com/featur
    es/20000327/lander_01.htm

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Bibliography 3/5
  • Martin, T. Tan, Tiow-Seng - "Anti-aliasing and
    Continuity with Trapezoidal Shadow Maps" 2004 -
    in proceedings of Eurographics Symposium on
    Rendering 2004 - http//www.comp.nus.edu.sg/tants
    /tsm/tsm.pdf
  • Muller, M. et al - "Particle based Fluid
    Simulation for Interactive Applications" 2003 -
    in Proceedings of Eurographics 2003
  • Muller, M. et al - "Meshless deformations based
    on shape matching" 2005 - in proceedings of
    SIGGRAPH 2005 - http//www.matthiasmueller.info/pu
    blications/MeshlessDeformations_SIG05.pdf
  • O'Brien Hodgkins - "Dynamic Simulation of
    Splashing Fluids" 1995 - in Proc. Computer
    Animation 1995
  • Quilez, I. - "Sphere Ambient Occlusion" 2007 -
    http//iquilezles.org/www/articles/sphereao/sphere
    ao.htm

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Bibliography 4/5
  • Sigg, C. Hadwidger M. - "Fast Third Order
    Texture Filtering" 2004 - in GPU Gems 2 -
    http//medvis.vrvis.at/fileadmin/publications/TR-V
    RVis-2004-053.pdf
  • Stam, J. - "Stable Fluids" 1999 - In SIGGRAPH 99
    Conference Proceedings, Annual Conference Series,
    August 1999, 121-128 - http//www.dgp.toronto.edu/
    people/stam/reality/Research/pdf/ns.pdf
  • Swoboda, M. et al, "Deferred Lighting and Post
    Processing on PLAYSTATION" 2009 - in GDC 2009
    Presentations, http//www.technology.scee.net/file
    s/presentations/gdc2009/DeferredLightingandPostPro
    cessingonPS3.ppt
  • Thuerey, N. et. al. - "Real Time Breaking Waves
    for Shallow Water Simulations" 2007 -
    http//graphics.ethz.ch/thuereyn/ntoken3/Publicat
    ions.html

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Bibliography 5/5
  • Valient, M. et al, "Deferred Rendering in
    Killzone," 2007 - in Develop Conference,
    Brighton, July 2007. http//www.develop-conference
    .com/developconference/downloads/vwsection/Deferre
    d
  • Watt, A. Watt, M. - "Advanced Animation and
    Rendering Techniques" 1992 - Ch 10.1

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the end
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
57
really the end
Advances in Real-Time Rendering in 3D Graphics
and Games New Orleans, LA (August 2009)
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