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ShaderX3: Advanced Rendering With DirectX And OpenGL
47 Articles, Edited by Wolfgang Engel, 2004.
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Geometry Manipulation Tricks
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Accessing and Modifying Topology on the GPU |
Rendering of Complex Formulas |
Deforming of Mesh Objects Using HLSL |
Morphing Between Two Different Objects |
Silhouette Geometry Shaders |
GLSL Real-Time Shader Development |
Rendering Techniques
Deferred Lighting on PS 3.0 with High Dynamic Range |
Reflections from Bumpy Surfaces |
Massively Parallel Particle Systems on the GPU |
Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing |
Improved Batching via Texture Atlases |
A Simulation of Thermal Imaging |
Real-Time Texture-Space Skin Rendering |
Hardware-Accelerated Charcoal Rendering |
Detail Texture Motion Blur |
Animation and Display of Water |
Rendering Semitransparent Layered Media |
Hair Rendering and Shading |
Reduction of Lighting Calculations Using Spherical Harmonics |
Software Shaders and Shader Programming Tips
Optimizing Dx9 Vertex Shaders for Software Vertex Processing |
Software Shaders and DirectX DLL Implementation |
Tactical Path-Finding Using Stochastic Maps on the GPU |
FX Composer 1.5-Standardization |
Image Space
A Steerable Streak Filter |
Improved Depth-of-Field Rendering |
Lighting Precomputation Using the Relighting Map |
Shaderey-NPR Style Rendering |
Shadows
Fractional-Disk Soft Shadows |
Fake Soft Shadows Using Precomputed Visibility Distance Functions |
Efficient Omnidirectional Shadow Maps |
Engine Design
An Extensible Direct3D Resource Management System |
Integrating Shaders into the Vision Rendering Engine |
Effect Parameters Manipulation Framework |
Shader Visualization Systems for the Art Pipeline |
Tools
In-Depth Performance Analyses of DirectX9 Shading Hardware Concerning Pixel Shader and Texture Performance |
Generating Shaders from HLSL Fragments |
Environmental Effects
A Practical Analytic Model for Daylight with Shaders |
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