ShaderX⁵ : advanced rendering techniques / edited by Wolfgang Engel.

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Bibliographic Details
Edition:1st ed.
Published: Boston MA : Charles River Media, c2007.
Other Authors:
Series:Shaderx series
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Format: Book

MARC

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010 |a  2006034609 
020 |a 9781584504993 (hc : alk. paper, CD-ROM) 
020 |a 1584504994 (hc : alk. paper, CD-ROM) 
035 |a 11086677 
035 |a (DLC) 2006034609 
035 |a (BNAtoc) 2006034609 
035 |a (OCoLC)74459039 
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097 |3 Bib#:  |a 1055346 
245 0 0 |a ShaderX⁵ :  |b advanced rendering techniques /  |c edited by Wolfgang Engel. 
246 3 |a ShaderX five 
246 1 8 |a Shader X⁵ 
250 |a 1st ed. 
260 |a Boston MA :  |b Charles River Media,  |c c2007. 
300 |a xxi, 602 p., [4] p. of plates :  |b ill. (some col.) ;  |c 25 cm. +  |e 1 CD-ROM (12 cm.) 
440 0 |a Shaderx series 
504 |a Includes bibliographical references and index. 
505 0 0 |t Smoothed N-patches /  |r Holger Gruen --  |t Micro-beveled edges /  |r Homam Bahnassi and Wessam Bahnassi --  |t Dynamic wrinkle patterns and hatching on animated meshes /  |r Jorn Loviscach --  |t Cloth without cloth /  |r Homam Bahnassi and Wessam Bahnassi --  |t A simple area light model for GPUs /  |r Aick in der Au --  |t Alpha-to-coverage in depth /  |r Kevin Myers --  |t Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering /  |r Natalya Tatarchuk --  |t Preprocessing of complex, static scenes for fast real-time graphics /  |r Max Dennis Luesebrink and Kurt Pelzer --  |t Overcoming deferred shading drawbacks /  |r Frank Puig Placeres --  |t Normal mapping without precomputed tangents /  |r Christian Schuler --  |t Animating vegetation using GPU programs /  |r Ali Botorabi --  |t ZT-buffer algorithm /  |r David Pangerl --  |t Real-time depth-of-field implemented with a postprocessing-only technique /  |r David Gillham --  |t Selective supersampling /  |r Emil Persson --  |t Jump flooding : an efficient and effective communication pattern for use on GPUs /  |r Guodong Rong and Tiow-Seng Tan --  |t Cascaded shadow maps /  |r Wolfgang Engel --  |t Multisampling extension for gradient shadow maps /  |r Christian Schuler --  |t Alias-free hard shadows with geometry maps /  |r Laszlo Szecsi --  |t Edge masking and per-texel depth extent propagation for computation culling during shadow mapping /  |r John R. Isidoro --  |t Queried virtual shadow maps /  |r Markus Giegl and Michael Wimmer --  |t Real-time soft shadows with shadow accumulation /  |r Laszlo Szirmay-Kalos and Barnabas Aszodi --  |t Spherical billboards for rendering volumetric data /  |r Tamas Umenhoffer, Laszlo Szirmay-Kalos and Gabor Szijarto --  |t Per-pixel lit, light scattering smoke /  |r Aurelio Reis --  |t Volumetric clouds and mega-particles /  |r Homam Bahnassi and Wessam Bahnassi --  |t Rendering multiple layers of rain with a postprocessing composite effect /  |r Natalya Tatarchuk --  |t Animation and rendering of underwater God rays /  |r Stefano Lanza --  |t Irradiance volumes for real-time rendering /  |r Chris Oat --  |t Indirect diffuse and glossy illumination on the GPU /  |r Istvan Lazanyi and Laszlo Szirmay-Kalos --  |t Interactive refractions and caustics using image-space techniques /  |r Chris Wyman --  |t Splatting of diffuse and glossy indirect illumination /  |r Carsten Dachsbacher and Marc Stamminger --  |t OpenGL ES 2.0 : shaders for mobile devices /  |r Kristof Beets --  |t Developing a 3D engine for OpenGL ES v2.0 and OpenGL v2.0 /  |r Dan Ginsburg --  |t OpenGL ES 2.0 performance recommendations for mobile devices /  |r Kristof Beets --  |t Real-time tile-based texture synthesis using nonregular grids /  |r Georg Kolling --  |t Cartoon fire effects using OpenGL ES 2.0 /  |r David Minor --  |t Postprocessing effects in design /  |r Aurelio Reis --  |t Transparent shader data binding /  |r Dustin Franklin --  |t Designing plug-in shaders with HLSL /  |r Wessam Bahnassi --  |t Shader system integration : Nebula2 and 3ds Max /  |r Kim Hyoun Woo --  |t Large crowds of autonomous animated characters using fragment shaders and level of detail /  |r Erik Millan, Benjamin Hernandez and Isaac Rudomin --  |t Interactive image segmentation based on GPU cellular automata /  |r Frank Nielsen --  |t Real-time cellular texturing /  |r Andrew Griffiths --  |t Collision detection shader using cube-maps /  |r Rahul Sathe --  |t A GPU panorama viewer for generic camera models /  |r Frank Nielsen --  |t Explicit early-Z culling for efficient fluid flow simulation /  |r Pedro V. Sander, Natalya Tatarchuk and Jason L. Mitchell --  |t Storing and accessing topology on the GPU : a case study on mass-spring systems /  |r Carlos A. Dietrich, Joao L. D. Comba and Luciana P. Nedel --  |t Implementing high-quality PRNG on GPUs /  |r Wai-Man Pang, Tien-Tsin Wong and Pheng-Ann Heng --  |t Print shader for debugging pixel shaders /  |r Alexander Ehrath. 
650 0 |a Computer graphics. 
650 0 |a Three-dimensional display systems. 
700 1 |a Engel, Wolfgang F. 
991 |a 2007-08-30 
992 |a Created by mamc, 30/08/2007. Updated by gewh, 02/10/2009. 
999 f f |i 347041f5-15f3-5c8e-8b0f-c77f0f2807e3  |s 717a071e-0686-5cc3-ada9-7dc5a9bb9cc3  |t 0 
952 f f |p For loan  |a University Of Canterbury  |b UC Libraries  |c EPS Library  |d EPS Library, Level 2  |t 0  |e QA 76.76 .C672 .S524 no. 5  |h Library of Congress classification  |i Book  |m AU14481383B