GPU Pro[superscript 2] advanced rendering techniques

This book contains many chapters describing the latest developments in computer graphics rendering on the GPU. Written by game programming experts, each contribution covers advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. The book's s...

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Detalles Bibliográficos
Otros Autores: Engel, Wolfgang F. (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Natick, Mass. : AK Peters 2011.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628795906719
Tabla de Contenidos:
  • Front cover; Contents; Acknowledgments; Web Materials; Part I. Geometry Manipulation; Chapter 1. Terrain and Ocean Rendering with Hardware Tessellation; Chapter 2. Practical and Realistic Facial Wrinkles Animation; Chapter 3. Procedural Content Generation on the GPU; Part II. Rendering; Chapter 1. Pre-Integrated Skin Shading; Chapter 2. Implementing Fur Using Deferred Shading; Chapter 3. Large-Scale Terrain Rendering for Outdoor Games; Chapter 4. Practical Morphological Antialiasing; Chapter 5. Volume Decals; Part III. Global Illumination Effects
  • Chapter 1. Temporal Screen-Space Ambient OcclusionChapter 2. Level-of-Detail and Streaming Optimized Irradiance Normal Mapping; Chapter 3. Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing; Chapter 4. Real-Time Approximation of Light Transport in Translucent Homogenous Media; Chapter 5. Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes; Part IV. Shadows; Chapter 1. Variance Shadow Maps Light-Bleeding Reduction Tricks; Chapter 2. Fast Soft Shadows via Adaptive Shadow Maps; Chapter 3. Adaptive Volumetric Shadow Maps
  • Chapter 4. Fast Soft Shadows with Temporal CoherenceChapter 5. Mipmapped Screen-Space Soft Shadows; Part V. Handheld Devices; Chapter 1. A Shader-Based eBook Renderer; Chapter 2. Post-Processing Effects on Mobile Devices; Chapter 3. Shader-Based Water Effects; Part VI. 3D Engine Design; Chapter 1. Practical, Dynamic Visibility for Games; Chapter 2. Shader Amortization using Pixel Quad Message Passing; Chapter 2. A Rendering Pipeline for Real-Time Crowds; Part VII. GPGPU; Chapter 1. 2D Distance Field Generation with the GPU
  • Chapter 2. Order-Independent Transparency using Per-Pixel Linked ListsChapter 3. Simple and Fast Fluids; Chapter 4. A Fast Poisson Solver for OpenCL using Multigrid Methods; Contributors; Back cover