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GPU Pro 3
21 Articles, Edited by Wolfgang Engel, 2012.
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Geometry Manipulation
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Vertex Shader Tesselation |
Real-time Deformable Terrain Rendering |
Optimized Stadium Crowd Rendering |
Geometric Anti-Aliasing Methods |
Rendering
Practical Elliptical Texture Filtering |
An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering |
Volumetric Real-Time Water and Foam Rendering |
Inexpensive Anti-Aliasing of Simple Objects |
Global Illumination Effects
Ray-traced Approximate Reflections Using a Grid of Oriented Splats |
Screen-space Bent Cones: A Practical Approach |
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Oliver Klehm, Tobias Ritschel, Elmar Eisemann, Hans-Peter Seidel GPU Pro 3, 2012. |
Real-time Near-Field Global Illumination based on a Voxel Model |
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Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Mueller GPU Pro 3, 2012. |
Shadows
Efficient Online Visibility for Shadow Maps |
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Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer and Michael Wimmer GPU Pro 3, 2012. |
Depth Rejected Gobo Shadows |
3D Engine Design
Quaternion-based Rendering Pipeline |
Implementing a Directionally Adaptive Edge AA Filter using DirectX 11 |
Designing a Data-Driven Renderer |
GPGPU
Volumetric transparency with Per-Pixel Fragment Lists |
Practical Binary Surface and Solid Voxelization with Direct3D 11 |
Interactive Ray Tracing Using the Compute Shader in DirectX 11 |
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