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GPU based particles – How to render a million particles in real time |
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GPU skinning |
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Normal Mapping |
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Parallax Mapping |
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Displacement Mapping |
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GPU Mesh Instancing |
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Deferred Rendering |
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Non clipping particles – z-buffer technique for fading away as you get closer to the z buffer behind the particle |
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Radial Blur - for light shafts, and cheap full screen motion blur as seen in Burnout, and other driving games |
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Post Processing - films are using this more and more to create atmosphere |
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Texture Synthesis - How to tile non tiling textures |