Dual Paraboloid Shadow Map
- Dual Paraboloid Mapping In the Vertex Shader
- Practical Implementation of Dual Parabloid Shadow Maps (2006 ACM SIGGRAPH symposium on Videogames)
- DPSM的参考实现1
- DPSM的参考实现2
- Fast Non-Linear Projections using Graphics Hardware (I3D 2008)
Edge AA
- Morphological Antialiasing (HPG 2009)
- Practical morphological antialiasing on the GPU (SIGGRAPH 2010 poster)
- Subpixel Reconstruction Antialiasing (I3D 2011)
- MLAA的原始CPU实现
- GPU MLAA的Demo
Temporal AA
- Spatio-Temporal Upsampling on the GPU (I3D 2010)
- Exploiting Temporal Coherence in Real-Time Rendering (SIGGRAPH 2010 Course)
- 参考实现
Gamma correction
- Uncharted 2: HDR Lighting Part 1 (GDC 2010)
GI
- Reflective shadow maps (I3D 2005)
- Splatting Indirect Illumination (I3D 2006)
- Imperfect Shadow Maps for Efficient Computation of Indirect Illumination (SIGGRAPH Asia 2008)
- Multiresolution Splatting for Indirect Illumination (I3D 2009)
- Interactive Indirect Illumination Using Adaptive Multiresolution Splatting (TVCG 2009)
- A Fast Deferred Shading Pipeline for Real Time Approximate Indirect Illumination (inria TechReport 2009)
- Screen-Space Bias Compensation for Interactive High-Quality Global Illumination with Virtual Point Lights (I3D 2011)


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