Description
Welcome to ShaderX7, the latest volume in the cutting-edge, indispensable series for game and graphics programmers. This all-new volume is packed with a collection of insightful techniques, innovative approaches to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer tools.CONTENTS:
Part I: Geometry Manuipulation
1.1 Scalar to Polygonal: Extracting Isosurfaces Using Geometry Shaders
1.2: Fast-High Quality Rendering with Real-Time Tessellation on GPUs
1.3: Dynamic Terrain Rendering on GPUs Using Real-Time Tessellation
1.4: Adaptive Re-Meshing for Displacement Mapping
1.5: Fast Tessellation of Quadrilateral Patches for Dynamic Levels of Details
Part II: Rendering Techniques
2.1: Quick Noise for GPUs
2.2: Efficient Soft Particles
2.3: Simplified High-Quality Anti-Aliased Lines
2.4: Fast Skin Shading
2.5: An Efficient and Physically Plausible Real-Time Shading Model
2.6: Graphics Techniques in Crackdown
2.7: Deferred Rendering Transparency
2.8: Deferred Shading with Multisampling Anti-Aliasing in DirectX 10
2.9: Light-Indexed Deferred Rendering
Part III: Image Space
3.1: Efficient Post-Processing with Importance Sampling
3.2: Efficient Real-Time Motion Blur for Multiple Rigid Objects
3.3 Real-Time Image Abstraction by Directed Filtering
Part IV: Shadows
4.1: Practical Cascaded Shadow Maps
4.2: A Hybrid Method for Interactive Shadows in Homogeneous Media
4.3: Real-Time Dynamic Shadows for Image-Based Lighting
4.4: Facetted Shadow Mapping for Large Dynamic Game Environments
Part V: Enironmental Effects
5.1: Dynamic Weather Effects
5.2: Interactive Hydraulic Erosion on the GPU
5.3: Advanced Geometry for Complex Sky Representation
Part VI: Global Illumination Effects
6.1: Screen-Spcae Ambient Occlusion
6.2: Image-Space Horizon-Based Ambient Occlusion
6.3: Deferred Occlusion from Analytic Surfaces
6.4: Fast Fake Global Illumination
6.5: Real-Time Subsurface Scattering Using Shadow Maps
6.6: Instant Radiosity with GPU Photon tracing and Approxiate Indirect Shadows
6.7: Variance Methods for Screen-Space Ambient Occlusion
6.8: Per-Pixel Ambient Occlusion Using Geometry Shaders
Part VII: Handheld Devices
7.1: Optimizing Your First OpenGL ES Application
7.2: Optimzed Shaders for Advanced Graphical User Interfaces
7.3: Facial Ainimation for Mobile GPUs
7.4: Augmented Reality on Mobile Phones
Part VIII: 3D Engine Design Overview
8.1: Cross-PlatformRendering Thread: Design and Impementation
8.2: Advanced GUI System for Games
8.3: Game-Engine-Friendly Occlusion Culling
8.5: Designing a Renderer for Multiple Lights; The Light Pre-Pass Renderer
8.6: Light Pre-Pass Renderer: Using the CIE Luv Color Space
8.7: Elemental Engine II
Part IX: Beyond Pixels and Triangles
9.1: Sliced grid: A Memory and Computatioanlly Efficient Data Structure for Particle-Based Simulation on the GPU
9.2: Free-Viewpoint Video on the GPU
9.3: A Volue Shader for Quantum Voronoi Diagrams Inside the 3D Bloch Ball
9.4: Packing Arbitrary Bit Fields into 16-Bit Floating-Point Render Targets in DirectX 10
9.5: Interactive Image Morphing Using Thin-Plate Spline
Published
01 Apr 2009
Publisher
DELMAR PUBLISHING
ISBN
9781584505983
Pages
774




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