Vertex Shader Compiler
This is more a manual than an article. It is a pre HLSL vertex shader compiler in some ways better that HLSL.
Full source code is available.

ZT-Buffer In this paper I present a novel algorithm for real-time order-independent rendering of arbitrary transparent objects. I describe a general transparency algorithm with a detail hardware based implementation and outline pipelines for most common rendering methods. Additionally I motivate the design with future work notes.

Keywords: alpha blending, alpha sorting, transparency, order-independent, real-time, hardware based.

ZT-Buffer for Deferred Rendering
Coming soon.

Volume Transparency
Coming soon.

Subsurface Scattering
Coming soon.

Publications, what is there to say. Read it and comment it. If you like it send me a postcard (oh I forgot you don't have an address :P ).
Anyways any comment are welcome.

So many ideas and too little time in one lifetime. Some highlights:
  • Grass rendering (many angles)
  • Dynamic Tree global illumination (fast normal change)
Note: this list here is more for me than for you.