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Book Description

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

Source code and other materials are available for download on the book's CRC Press web page.

Table of Contents

  1. Front cover
  2. Contents (1/2)
  3. Contents (2/2)
  4. Acknowledgments
  5. Web Materials
  6. Part I. Geometry Manipulation
    1. Chapter 1. Terrain and Ocean Rendering with Hardware Tessellation (1/3)
    2. Chapter 1. Terrain and Ocean Rendering with Hardware Tessellation (2/3)
    3. Chapter 1. Terrain and Ocean Rendering with Hardware Tessellation (3/3)
    4. Chapter 2. Practical and Realistic Facial Wrinkles Animation (1/3)
    5. Chapter 2. Practical and Realistic Facial Wrinkles Animation (2/3)
    6. Chapter 2. Practical and Realistic Facial Wrinkles Animation (3/3)
    7. Chapter 3. Procedural Content Generation on the GPU (1/2)
    8. Chapter 3. Procedural Content Generation on the GPU (2/2)
  7. Part II. Rendering
    1. Chapter 1. Pre-Integrated Skin Shading (1/4)
    2. Chapter 1. Pre-Integrated Skin Shading (2/4)
    3. Chapter 1. Pre-Integrated Skin Shading (3/4)
    4. Chapter 1. Pre-Integrated Skin Shading (4/4)
    5. Chapter 2. Implementing Fur Using Deferred Shading (1/4)
    6. Chapter 2. Implementing Fur Using Deferred Shading (2/4)
    7. Chapter 2. Implementing Fur Using Deferred Shading (3/4)
    8. Chapter 2. Implementing Fur Using Deferred Shading (4/4)
    9. Chapter 3. Large-Scale Terrain Rendering for Outdoor Games (1/4)
    10. Chapter 3. Large-Scale Terrain Rendering for Outdoor Games (2/4)
    11. Chapter 3. Large-Scale Terrain Rendering for Outdoor Games (3/4)
    12. Chapter 3. Large-Scale Terrain Rendering for Outdoor Games (4/4)
    13. Chapter 4. Practical Morphological Antialiasing (1/4)
    14. Chapter 4. Practical Morphological Antialiasing (2/4)
    15. Chapter 4. Practical Morphological Antialiasing (3/4)
    16. Chapter 4. Practical Morphological Antialiasing (4/4)
    17. Chapter 5. Volume Decals (1/2)
    18. Chapter 5. Volume Decals (2/2)
  8. Part III. Global Illumination Effects
    1. Chapter 1. Temporal Screen-Space Ambient Occlusion (1/4)
    2. Chapter 1. Temporal Screen-Space Ambient Occlusion (2/4)
    3. Chapter 1. Temporal Screen-Space Ambient Occlusion (3/4)
    4. Chapter 1. Temporal Screen-Space Ambient Occlusion (4/4)
    5. Chapter 2. Level-of-Detail and Streaming Optimized Irradiance Normal Mapping (1/4)
    6. Chapter 2. Level-of-Detail and Streaming Optimized Irradiance Normal Mapping (2/4)
    7. Chapter 2. Level-of-Detail and Streaming Optimized Irradiance Normal Mapping (3/4)
    8. Chapter 2. Level-of-Detail and Streaming Optimized Irradiance Normal Mapping (4/4)
    9. Chapter 3. Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing (1/3)
    10. Chapter 3. Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing (2/3)
    11. Chapter 3. Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing (3/3)
    12. Chapter 4. Real-Time Approximation of Light Transport in Translucent Homogenous Media (1/3)
    13. Chapter 4. Real-Time Approximation of Light Transport in Translucent Homogenous Media (2/3)
    14. Chapter 4. Real-Time Approximation of Light Transport in Translucent Homogenous Media (3/3)
    15. Chapter 5. Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes (1/4)
    16. Chapter 5. Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes (2/4)
    17. Chapter 5. Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes (3/4)
    18. Chapter 5. Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes (4/4)
  9. Part IV. Shadows
    1. Chapter 1. Variance Shadow Maps Light-Bleeding Reduction Tricks (1/2)
    2. Chapter 1. Variance Shadow Maps Light-Bleeding Reduction Tricks (2/2)
    3. Chapter 2. Fast Soft Shadows via Adaptive Shadow Maps (1/2)
    4. Chapter 2. Fast Soft Shadows via Adaptive Shadow Maps (2/2)
    5. Chapter 3. Adaptive Volumetric Shadow Maps (1/4)
    6. Chapter 3. Adaptive Volumetric Shadow Maps (2/4)
    7. Chapter 3. Adaptive Volumetric Shadow Maps (3/4)
    8. Chapter 3. Adaptive Volumetric Shadow Maps (4/4)
    9. Chapter 4. Fast Soft Shadows with Temporal Coherence (1/3)
    10. Chapter 4. Fast Soft Shadows with Temporal Coherence (2/3)
    11. Chapter 4. Fast Soft Shadows with Temporal Coherence (3/3)
    12. Chapter 5. Mipmapped Screen-Space Soft Shadows (1/4)
    13. Chapter 5. Mipmapped Screen-Space Soft Shadows (2/4)
    14. Chapter 5. Mipmapped Screen-Space Soft Shadows (3/4)
    15. Chapter 5. Mipmapped Screen-Space Soft Shadows (4/4)
  10. Part V. Handheld Devices
    1. Chapter 1. A Shader-Based eBook Renderer (1/3)
    2. Chapter 1. A Shader-Based eBook Renderer (2/3)
    3. Chapter 1. A Shader-Based eBook Renderer (3/3)
    4. Chapter 2. Post-Processing Effects on Mobile Devices (1/4)
    5. Chapter 2. Post-Processing Effects on Mobile Devices (2/4)
    6. Chapter 2. Post-Processing Effects on Mobile Devices (3/4)
    7. Chapter 2. Post-Processing Effects on Mobile Devices (4/4)
    8. Chapter 3. Shader-Based Water Effects (1/4)
    9. Chapter 3. Shader-Based Water Effects (2/4)
    10. Chapter 3. Shader-Based Water Effects (3/4)
    11. Chapter 3. Shader-Based Water Effects (4/4)
  11. Part VI. 3D Engine Design
    1. Chapter 1. Practical, Dynamic Visibility for Games (1/4)
    2. Chapter 1. Practical, Dynamic Visibility for Games (2/4)
    3. Chapter 1. Practical, Dynamic Visibility for Games (3/4)
    4. Chapter 1. Practical, Dynamic Visibility for Games (4/4)
    5. Chapter 2. Shader Amortization using Pixel Quad Message Passing (1/4)
    6. Chapter 2. Shader Amortization using Pixel Quad Message Passing (2/4)
    7. Chapter 2. Shader Amortization using Pixel Quad Message Passing (3/4)
    8. Chapter 2. Shader Amortization using Pixel Quad Message Passing (4/4)
    9. Chapter 2. A Rendering Pipeline for Real-Time Crowds (1/4)
    10. Chapter 2. A Rendering Pipeline for Real-Time Crowds (2/4)
    11. Chapter 2. A Rendering Pipeline for Real-Time Crowds (3/4)
    12. Chapter 2. A Rendering Pipeline for Real-Time Crowds (4/4)
  12. Part VII. GPGPU
    1. Chapter 1. 2D Distance Field Generation with the GPU (1/5)
    2. Chapter 1. 2D Distance Field Generation with the GPU (2/5)
    3. Chapter 1. 2D Distance Field Generation with the GPU (3/5)
    4. Chapter 1. 2D Distance Field Generation with the GPU (4/5)
    5. Chapter 1. 2D Distance Field Generation with the GPU (5/5)
    6. Chapter 2. Order-Independent Transparency using Per-Pixel Linked Lists (1/5)
    7. Chapter 2. Order-Independent Transparency using Per-Pixel Linked Lists (2/5)
    8. Chapter 2. Order-Independent Transparency using Per-Pixel Linked Lists (3/5)
    9. Chapter 2. Order-Independent Transparency using Per-Pixel Linked Lists (4/5)
    10. Chapter 2. Order-Independent Transparency using Per-Pixel Linked Lists (5/5)
    11. Chapter 3. Simple and Fast Fluids (1/3)
    12. Chapter 3. Simple and Fast Fluids (2/3)
    13. Chapter 3. Simple and Fast Fluids (3/3)
    14. Chapter 4. A Fast Poisson Solver for OpenCL using Multigrid Methods (1/6)
    15. Chapter 4. A Fast Poisson Solver for OpenCL using Multigrid Methods (2/6)
    16. Chapter 4. A Fast Poisson Solver for OpenCL using Multigrid Methods (3/6)
    17. Chapter 4. A Fast Poisson Solver for OpenCL using Multigrid Methods (4/6)
    18. Chapter 4. A Fast Poisson Solver for OpenCL using Multigrid Methods (5/6)
    19. Chapter 4. A Fast Poisson Solver for OpenCL using Multigrid Methods (6/6)
    20. Contributors (1/2)
    21. Contributors (2/2)
  13. Back cover
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