ShaderX⁵ : advanced rendering techniques / edited by Wolfgang Engel.
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Edition: | 1st ed. |
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Published: |
Boston MA :
Charles River Media,
c2007.
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Other Authors: | |
Series: | Shaderx series
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Subjects: | |
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.