This document summarizes the technology behind the rendering of various effects in the game Shadow Warrior, including:
1. Skinned decals were implemented using a geometry-based approach to allow decals to stably cover animating character meshes. The decals are generated asynchronously using adjacency information and skinning matrices.
2. A foliage system was created to allow large open levels with instanced vegetation that uses LoD and is easy to author. Vegetation is planted procedurally based on spawn meshes and stored in multi-resolution grids.
3. Dynamic water rendering was implemented with multiple LoD levels, distortion based on wave parameters, and filtering to prevent aliasing based on vertex frequency limits. Waves are