Photorealistic Faces
http://klhurley.blogspot.com/p/photo-realistc-faces.html
Face Cylindrical Mapping in 3DS Max
http://klhurley.blogspot.com/p/3ds-max-full-head-mapping.html
Faking Refraction in DX7 using bent normal (March 2000)
http://klhurley.blogspot.com/p/fake-refraction-in-dx7.html
Brushed Metal
Here is an effect I created using the infamous NVEffectsBrowser.
This is using a texture map with N * L encoded in RGB and N * H encoded in A
(alpha). It then uses a normal map and looks up the final output color
from the N*L + N*H texture map. The source code can be found here
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ShaderX Chapter
- I wrote a chapter in a book called Direct3D ShaderX that was published in July of 2002.
You can buy it at Barnes & Noble Here
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Minneart Lighting
This is a form of BRDFS (Bi-Directional Distribution Function)
where the effect only darkens or lightens depending on the eye. It's
really a cheesy hack, but doesn't look too bad. Source code can be found here.
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Gouraud Shading
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Minnaert Shading
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Cloud Cover
This is for the upcoming book Games Gems III. It
demonstrates using cube maps to encode shadows as well as clouds in a cube map.
The Shadows have been darkened, so that they show up in the
terrain. This demo look better when animating.
Click here for the source code
and executable
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Particle Effects
Complete particle system with Verlet integration in DirectX 8
shaders. Particle file format is text based, very similar to XML.
Particles can easily be added by making new text files
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