Papers and Articles

English

  • Oblique Near-Plane Clipping with Orthographic Camera (2007 Nov)
    Water and mirrors can live happily with orthographic cameras.
  • Numbers in Transformation Matrices (2007 Apr)
    What those 16 numbers actually mean?
  • ShaderX4 (2006 Jan) contains two articles of mine:
    • Soft Projected Shadows describes shadows in this.
    • Tips and Tricks for D3DX Effects Based Renderer, a related part is in state management article below.
  • D3DX Effects State Management (2005 Oct)
    An idea and implementation of efficient state management system for D3DX Effects.
  • ShaderX3 (2004 Dec) contains two my articles:
    • Shaderey – NPR Style Rendering describes techniques behind this.
    • Fake Soft Shadows Using Precomputed Visibility Distance Functions was part of my master's thesis, maybe some time I'll put some info here.
  • Direct3D Resource Management (2004 Sep)
    How I did it in several of my demos. So far it even worked!
  • DX9 Summer 2003 SDK Update Sample Framework Changes (2003 Sep)
    Now that's DX9 Summer SDK Update is out, there are some changes in common sample framework code. These are gathered here.
  • Reverse extruded shadow volumes (2003 Feb)
    Extrusion technique for stenciled shadow volumes. Enables self-shadowing while using simplified shadow meshes. Features small demo.

Lithuanian

  • Rendering Soft Shadows in Real-Time aka my master's thesis (2005 May)
    Basically, I present two algorithms for rendering (fake) soft shadows in realtime. One is also published in ShaderX3 (Fake Soft Shadows...), the other is in ShaderX4. Low quality PDF of my work is here (Lithuanian).
  • Introduction to modern GPU architecture (2003 Oct)
    A presentation for the University on modern GPUs, their architecture and programmability features. Paper (doc) and slides (ppt).
  • 3D FAQ (2003 Jul)
    Some answers to questions I constantly receive :)