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Writing a postprocess effect
69
Knowledge base
Mikulas Florek edited this page 2023-09-18 23:32:50 +02:00
Table of Contents
Rendering
General
- Low-level shader optimizations
- Transparent shadow map
- Exceptions handling
- OpenGL vs. DirectX
- Various effects in Rise of the Tomb Rider
- Various effects in Witcher 3
- Game art tricks
- Deferred Rendering in Dying Light
- Rendering Inside
- Dithering
- Clouds noise
- Clouds
- Volumetric Clouds
- Clouds in Frostbite
- Fluids, clouds
- Maximizing Depth Buffer Range and Precision
- Deferred+: Next-Gen Culling and Rendering for Dawn Engine
- Computing Alpha Mipmaps
- Improved Alpha-Tested Magnification for Vector Textures and Special Effects
- Creating Vast Game Worlds
- Optimizing the Graphics Pipeline with Compute
LOD
Studies
Water
- Fast water simulation for games
- Water shader
- Flow maps
- Rendering Water as a Post-process Effect
- Water in Uncharted
- Water Rendering
- Water in L4D2
- Ripple Shader
- Water + Foam
Lighting
PBR
Particles
Postprocess
Shadows
- Reducing artifacts with dithering
- SSDM
- Sub-Pixel Shadow Mapping
- Irregular Adaptive Shadow Maps
- Shadow Map Silhoiette revectorization
- Precomputed AO
- Common Techniques to Improve Shadow Depth Maps
Vegetation
Animation
- Low level animation system
- Simple Two-Joint IK
- IK - FABRIK
- Dual quaternions
- Dual quaternion skinning
- Dual quaternion skinning
- Animation compression