GI
Phong Tessellation
- Phong Tessellation (SIGGRAPH Asia 2008) demo
Skinning with Dual Quaternions
- Geometric Skinning with Approximate Dual Quaternion Blending (TOG 2008)
- C source code for conversion between regular quaternion with translation and dual quaternion
- Cg source code of dual quaternion skinning vertex shaders
Atmospheric Scattering
- Accurate Atmospheric Scattering (GPU Gems 2) source code
- Real-time Atmospheric Effects in Games Revisited (GDC 2007)
- Precomputed Atmospheric Scattering (EGSR2008)
- Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time (CESCG 2009)
- Real-Time Spectral Scattering in Large-Scale Natural Participating Media (SCCG 2010)


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