GPU Pro3 advanced rendering techniques

This book explores the latest developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D...

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Detalles Bibliográficos
Otros Autores: Engel, Wolfgang F. (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : A K Peters/CRC Press 2012.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627773006719
Tabla de Contenidos:
  • Front Cover; Contents; Acknowledgments; Web Materials; I. Geometry Manipulation; 1. Vertex Shader Tessellation; 2. Real-Time Deformable Terrain Rendering with DirectX 11; 3. Optimized Stadium Crowd Rendering; 4. Geometric Antialiasing Methods; II. Rendering; 1. Practical Elliptical Texture Filtering on the GPU; 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering; 3. Volumetric Real-Time Water and Foam Rendering; 4. CryENGINE 3: Three Years of Work in Review; 5. Inexpensive Antialiasing of Simple Objects; III. Global Illumination Effects
  • 1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats2. Screen-Space Bent Cones: A Practical Approach; 3. Real-Time Near-Field Global Illumination Based on a Voxel Model; IV. Shadows; 1. Efficient Online Visibility for Shadow Maps; 2. Depth Rejected Gobo Shadows; V. 3D Engine Design; 1. Z3 Culling; 2. A Quaternion-Based Rendering Pipeline; 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11; 4. Designing a Data-Driven Renderer; VI. GPGPU; 1. Volumetric Transparency with Per-Pixel Fragment Lists
  • 2. Practical Binary Surface and Solid Voxelization with Direct3D 113. Interactive Ray Tracing Using the Compute Shader in DirectX 11; About the Editors; About the Contributors