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Subcategory: Fog |
Topic |
Author |
Description |
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Depth Cueing [Added: 11/19/1999]
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Matthias Holitzer
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Describes depth cueing, which can be used for visual effects such as fog, haze, water, etc. |
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Spherical Volume Fog [Added: 8/23/1999]
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Richard Turnbull
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Turnbull describes spherical volume fog and how to implement it. |
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Volumetric Fog [Added: 8/25/1999]
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Thierry Tremblay
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Discusses how to create the fog effect used in Unreal and Quake III |
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Volumetric Rendering in Realtime [Added: 10/12/2001]
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Charles Boyd and Dan Baker
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Shows how to create an analytical model that bears some resemblance to the mechanics of real fog. Includes a pixel shader supplement! |
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Subcategory: Particle Systems |
Topic |
Author |
Description |
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A Simple Point Sprite Based Particle Engine [Added: 10/6/2003]
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Almar Joling
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Describes how to create a particle system using point sprites in DirectX and Visual Basic. |
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Advanced Particle Systems [Added: 6/7/2000]
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John van der Burg
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Describes the data structures needed to create a self-contained, advanced 3D particle system. |
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Designing an Extensible Particle System using C++ and Templates [Added: 8/19/2003]
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Kent "_dot_" Lai
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This article will bring to your attention some decisions you have to make while designing your own particle system, as well as introduce to you an extensible, possibly robust design. |
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Particle Chamber [Added: 6/7/2000]
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Richard Benson
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Well-commented source code for a particle system demo in Direct3D. |
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Particle System API [Added: 1/12/2001]
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David McAllister
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Probably the best tool around for understanding and creating particle systems. |
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Subcategory: Shadows |
Topic |
Author |
Description |
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An Example of Shadow Rendering in Direct3D 9 [Added: 12/4/2003]
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Jack Hoxley
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Describes the depth-pass stencil shadow volume rendering algorithm, using DX9 for implementation. |
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Cg Shadow Volumes [Added: 9/4/2003]
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Razvan Surdulescu
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This article describes how to implement a very realistic shadow effect using nVIDIA's Cg programming language and OpenGL. |
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Dynamic 2D Soft Shadows [Added: 1/4/2004]
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Orangy Tang
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Describes an accurate method of generating soft shadows in a 2D environment. |
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Ray Lighting [Added: 4/27/2005]
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Robert Nagy
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Presents a method for creating realistic terrain shadows using a ray tracing technique. |
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Real-Time Shadow Casting Using Shadow Volumes [Added: 7/10/2000]
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Jason Bestimt and Bryant Freitag
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Explaination and Direct3D source for shadow volume techniques. From Intel. |
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Shadows [Added: 11/19/1999]
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Tom Hammersley
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Covers several methods of generating shadow effects. |
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Shadows [Added: 2/6/2001]
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Michael Skinner
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Covers some of the most popular methods of creating shadows, from "fake" shadows to shadow volumes and hybrid algorithms. |
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Soft-Edged Shadows [Added: 1/18/2005]
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Anirudh.S Shastry
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Presents an image space technique to generate soft-edged shadows that works with both shadow mapping and shadow volumes. |
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Using Maya's Convert to File Texture Tool for Real Time Game Environments [Added: 2/1/2001]
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Remi Benoist
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Presents interesting possibilities for creating accurate real time shadow maps. |
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Volume Shadows Tutorial [Added: 1/6/2004]
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Nuclear
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Well-written article covering the shadow volume algorithm. |
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Subcategory: Fire |
Topic |
Author |
Description |
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Fire [Added: 10/19/1999]
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Shaun Patterson
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Energetic and refreshing, this informal tutorial is entertaining. However, the implementation is very mixed up with the code, and it may be difficult to seperate the algorithmic ideas from the DirectX. |
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Fire effect [Added: 7/16/1999]
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Ivan Lim
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Palette based technique. Old. |
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Fire Special FX [Added: 9/14/1999]
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Seumas McNally
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A straightforward approach to creating a fire or burning effect. |
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FlameFX [Added: 7/13/2000]
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Jonathan Metzgar
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Written in C++ and demonstrates 8 fire effects, has a easy to use interface, etc. Zipped archive. |
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Simple Fire Effect [Added: 7/16/1999]
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Adam Parusel
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Older article using a paletted technique in DOS. |
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Subcategory: Water |
Topic |
Author |
Description |
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Realistic Natural Effect Rendering: Water I [Added: 9/7/2004]
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Yann Lombard
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The first installment of this series starts with realistic water rendering. |
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The Water Effect Explained [Added: 2/15/2000]
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Roy Willemse
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Covers a method of simulating water. Source code is given is Pascal, but can be easily converted. |
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Water [Added: 9/14/1999]
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Tom Hammersley
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A tutorial for creating simple wave effects. |
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Water Source [Added: 7/16/1999]
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HeartQuake
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Zipped archive. |
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Subcategory: Lens Flares |
Topic |
Author |
Description |
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Lens Flare Tutorial [Added: 10/19/1999]
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Alan Gordie
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This is a simple, well written tutorial for implimenting increasingly popular lens flares. |
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The Art of Modeling Lens Flares [Added: 12/2/1999]
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Michael Tanczos
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Describes how to create lens flares, both programmatically and by using an image editor. |
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Subcategory: Lightning |
Topic |
Author |
Description |
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Lightning [Added: 10/24/2001]
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Ian McDougall
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Covers a simple lightning effect in Visual Basic. |
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Subcategory: Clouds |
Topic |
Author |
Description |
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Generating Procedural Clouds in Real Time on 3D Hardware [Added: 3/2/2001]
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Kim Pallister
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Explains the creation of some very realistic cloud effects. |
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Real-Time Atmospheric Scattering [Added: 5/3/2004]
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Sean O'Neil
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Implements a real-time rendering algorithm based on the SIGGRAPH paper "Display of The Earth Taking into Account Atmospheric Scattering" |
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Simple Clouds Part 1 [Added: 4/13/2004]
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Francis "AK 47" Huang
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Demonstrates how to procedurally generate clouds and render them using OpenGL. |
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Subcategory: Reflections |
Topic |
Author |
Description |
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Virtual Camera Position (VCP) [Added: 12/13/2003]
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Hun Yen Kwoon
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Explains reflections using VCP. |
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