All videos encoded with DivX. Hardware: Pentium4 at 3.4GHz, GeForce 6800
Jungle Rumble, the first GTP demo game showcases GameTools Depth Imposters and Raytrace Effects - go here to download it.
Level of Detail for Trees, running at a constant high framrate (thats a lot of leaves in there)
GPU Friendly Smooth Level of Detail without the need for Restripification
Ont-the-fly Visibility Culling, without the need for preprocessing. Uses Coherent Hierarchical Culling (CHC) algorithm to avoid the framerate drops of the simple Stop-and-wait approach (Viewfrustrum Culling on the left, CHC on the right)
Fire in the Hole !
Double Refracting Skull (certainly to be...)
Dynamic Fog (depth buffer friendly imposters; also works with explosions)
Clouded Fighterplane
Realtime Reflecting Refrigerator Rendering
Self Illumination w Precomputed Light Paths (self enlightenment to come...)
Colored Caustic Light
Self Illumination part 2
Sprinting Knight in Shining Armor (better animation, anyone ?)
Golden Sphere (running round in circles)
GPU vs Raytracing
Causing Caustics in Claustrophobic Containers
Environment Maps vs Depth Imposters (Refracting Skull revisited)
Sportscar (Obscurance Shadowed)
Sportstank (Obscurance Shadowed)
Cathedral (Obscurance Shadowed; no sport relation whatsoever)