GPU Pro4 advanced rendering techniques
"With by section editors drawn from a variety of areas in rendering techniques, especially as concerns interactive media and games, this book covers advanced techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It includes topics such as geo...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Boca Raton :
CRC Press
2013.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628560706719 |
Tabla de Contenidos:
- Front Cover; Contents; Acknowledgments; Web Materials; I. Geometry Manipulation; 1. GPU Terrain Subdivision and Tessellation; 2. Introducing the Programmable Vertex Pulling Rendering Pipeline; 3. A WebGL Globe Rendering Pipeline; II. Rendering; 1. Practical Planar Reflections Using Cubemaps and Image Proxies; 2. Real-Time Ptex and Vector Displacement; 3. Decoupled Deferred Shading on the GPU; 4. Tiled Forward Shading; 5. Forward+: A Step Toward Film-Style Shading in Real Time; 6. Progressive Screen-Space Multichannel Surface Voxelization; 7. Rasterized Voxel-Based Dynamic Global Illumination
- III. Image Space1. The Skylanders SWAP Force Depth-of-Field Shader; 2. Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods; 3. Second-Depth Antialiasing; 4. Practical Framebuffer Compression; 5. Coherence-Enhancing Filtering on the GPU; IV. Shadows; 1. Real-Time Deep Shadow Maps; V. Game Engine Design; 1. An Aspect-Based Engine Architecture; 2. Kinect Programming with Direct3D 11; 3. A Pipeline for Authored Structural Damage; VI. GPGPU; 1. Bit-Trail Traversal for Stackless LBVH on DirectCompute; 2. Real-Time JPEG Compression Using DirectCompute; About the Editors
- About the Contributors