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-BufferA Fexible Material System in Design
"ShaderX 6"
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