
III
Image Space
In this part we will cover three rendering algorithms that operate primarily in im-
age or screen space. While there are multiple reasons for working in image space,
one particularly nice property is that such techniques are usually straightforward
to port between different rendering engines, platforms, and architectures. Often
these effects require little more than some shader code and the ability to draw
a screen-aligned rectangle, thus making them easy to share with other graphics
programmers and technical artists.
Our first chapter, “Screen-Space Grass” by David Pangerl, describes an effi-
cient and unique method for drawing background ...