Just finished to read it (very lazily, I'm also reading Geometric Algebra for Computer Science, that looks promising).
My picks from it:
- Rendering Filtered Shadow with Exponential Shadow Maps (that you should already know...)
- Interactive Global Illumination with Precomputed Radiance Maps (very nice extension to lightmaps...)
Also very intresting:
- Stable Rendering of Cascaded Shadow Maps (a lot of nasty, useful details)
- Practical Methods for a PRT-Based Shader Using Spherical Harmonics (even more nasty details)
- Care and Feeding of Normal Vectors (that, again, you should already know...)
- Computing Per-Pixel Object Thickness in a Single Render Pass (easy and nice)
- Deferred Rendering Using a Stencil Routed K-Buffer
- A Fexible Material System in Design
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