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
Format: Book
Table of Contents:
  • Smoothed N-patches / Holger Gruen
  • Micro-beveled edges / Homam Bahnassi and Wessam Bahnassi
  • Dynamic wrinkle patterns and hatching on animated meshes / Jorn Loviscach
  • Cloth without cloth / Homam Bahnassi and Wessam Bahnassi
  • A simple area light model for GPUs / Aick in der Au
  • Alpha-to-coverage in depth / Kevin Myers
  • Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering / Natalya Tatarchuk
  • Preprocessing of complex, static scenes for fast real-time graphics / Max Dennis Luesebrink and Kurt Pelzer
  • Overcoming deferred shading drawbacks / Frank Puig Placeres
  • Normal mapping without precomputed tangents / Christian Schuler
  • Animating vegetation using GPU programs / Ali Botorabi
  • ZT-buffer algorithm / David Pangerl
  • Real-time depth-of-field implemented with a postprocessing-only technique / David Gillham
  • Selective supersampling / Emil Persson
  • Jump flooding : an efficient and effective communication pattern for use on GPUs / Guodong Rong and Tiow-Seng Tan
  • Cascaded shadow maps / Wolfgang Engel
  • Multisampling extension for gradient shadow maps / Christian Schuler
  • Alias-free hard shadows with geometry maps / Laszlo Szecsi
  • Edge masking and per-texel depth extent propagation for computation culling during shadow mapping / John R. Isidoro
  • Queried virtual shadow maps / Markus Giegl and Michael Wimmer
  • Real-time soft shadows with shadow accumulation / Laszlo Szirmay-Kalos and Barnabas Aszodi
  • Spherical billboards for rendering volumetric data / Tamas Umenhoffer, Laszlo Szirmay-Kalos and Gabor Szijarto
  • Per-pixel lit, light scattering smoke / Aurelio Reis
  • Volumetric clouds and mega-particles / Homam Bahnassi and Wessam Bahnassi
  • Rendering multiple layers of rain with a postprocessing composite effect / Natalya Tatarchuk
  • Animation and rendering of underwater God rays / Stefano Lanza
  • Irradiance volumes for real-time rendering / Chris Oat
  • Indirect diffuse and glossy illumination on the GPU / Istvan Lazanyi and Laszlo Szirmay-Kalos
  • Interactive refractions and caustics using image-space techniques / Chris Wyman
  • Splatting of diffuse and glossy indirect illumination / Carsten Dachsbacher and Marc Stamminger
  • OpenGL ES 2.0 : shaders for mobile devices / Kristof Beets
  • Developing a 3D engine for OpenGL ES v2.0 and OpenGL v2.0 / Dan Ginsburg
  • OpenGL ES 2.0 performance recommendations for mobile devices / Kristof Beets
  • Real-time tile-based texture synthesis using nonregular grids / Georg Kolling
  • Cartoon fire effects using OpenGL ES 2.0 / David Minor
  • Postprocessing effects in design / Aurelio Reis
  • Transparent shader data binding / Dustin Franklin
  • Designing plug-in shaders with HLSL / Wessam Bahnassi
  • Shader system integration : Nebula2 and 3ds Max / Kim Hyoun Woo
  • Large crowds of autonomous animated characters using fragment shaders and level of detail / Erik Millan, Benjamin Hernandez and Isaac Rudomin
  • Interactive image segmentation based on GPU cellular automata / Frank Nielsen
  • Real-time cellular texturing / Andrew Griffiths
  • Collision detection shader using cube-maps / Rahul Sathe
  • A GPU panorama viewer for generic camera models / Frank Nielsen
  • Explicit early-Z culling for efficient fluid flow simulation / Pedro V. Sander, Natalya Tatarchuk and Jason L. Mitchell
  • Storing and accessing topology on the GPU : a case study on mass-spring systems / Carlos A. Dietrich, Joao L. D. Comba and Luciana P. Nedel
  • Implementing high-quality PRNG on GPUs / Wai-Man Pang, Tien-Tsin Wong and Pheng-Ann Heng
  • Print shader for debugging pixel shaders / Alexander Ehrath.