Link collection of particle shadows
Particle casting shadows
- "Transluceny Map" Crytek 2011
- "Playing with Real-Time Shadows" Nikolas Kasyan SIGGRAPH 2013
- "Shiny PC Graphics in Battlefield 3" EA DICE 2011
Memo of "Traslucency Map" in Japanese
- ライトの光源から見たパーティクルの「透過マップ」を作ります.
- 透過マップの作り方については各パーティクルによる光の透過(1 - a) を透過マップ(R8_UNORM)に対して乗算します.
- 他の物体のレンダリング時にこのパーティクルの透過マップを参照することで, 他の物体にパーティクルによるシャドウが落ちるようになります.
Particle self-shadows
Particle Shadow Maps
- "Particle Shadows & Cache-Efficient Post-Processing" Louis Bavoil & Jon Jansen. GDC 2013
Papers of Particle self-shadows
- "Deep ShadowMaps" Lokovic 2000
- "Opacity Shadow Maps"
- Kim2001
- "Hair Animation and Rendering in the Nalu Demo" GPU Gems2
- "Real-Time Volumetric Shadows" Alexandru
- "Deep Opacity Shadow Maps" Yuksel 2008
- "Adaptive Volumetric Shadow Maps" Salvi 2010
- "Extinction Transmittance Maps" Gautron 2011
- "Half-Angle Slicing"
- "Volumetric Particle Shadows" Simon Green
- "Volume Rendering Techniques" GPU Gems1
- "volumetric sort" by iq
Particle lighting
- "Shiny PC Graphics in Battlefield 3" EA DICE 2011
- "Practical Particle Lighting" GDC 2012
- "Fourier Opacity Mapping" GDC 2011. Jansen. NVidia
- "Killzone Shadow Fall" Demo Postmortem. 2013.
Soft Particles
Algorithm
Just using Soft Particles
- "Real-time Atmospheric Effects in Games Revisited" Crytek GDC2007
- "Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2" GPU Pro
- "DX111 Performance Gems" GDC2012
- "Compute-Based GPU Particle Systems" GDC2014
- "Crysis Next-Gen Effects" GDC 2008
- "Everything about Particle Effects" GDC2007