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ShaderX4: Advanced Rendering Techniques
46 Articles, Edited by Wolfgang Engel, 2006.
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Geometry Manipulation
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Better Geometry Batching Using Light Buffers |
Practical Cloth Simulation on Modern GPUs |
Shader Implementation of Discrete Wavelet Transform |
Morph Target Animation Using DirectXMorph |
Real-Time Character Animation on the GPU |
Rendering Techniques
Triangle Mesh Tangent Space Calculation |
Hardware-Based Ambient Occlusion |
Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach |
Real-Time Obscurances with Color Bleeding |
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Alex M�ndez-Feliu, Mateu Sbert, Jordi Cat? Nicolau Sunyer, and Sergi Funtan?br>ShaderX4, 2006. |
Dynamic Global Illumination Using Tetrahedron Environment Mapping |
Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance |
Dynamic Glossy Environment Reflections Using Summed-Area Tables |
Real-Time Caustics by GPU |
Dot-Product for Efficient Detail Texture Mapping |
Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map |
I3: Interactive Indirect Illumination |
Image Space
Texture Compression with Coefficient Domain Shaders |
Motion Blurring Environment Maps |
Simulating the Visual Effects of a Video Recording System |
Shadows
Eliminate Surface Acne with Gradient Shadow Mapping |
Real-Time Soft Shadows Using the PDSM Technique |
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Jean-Fran�ois St. Amour, Eric Paquette, Pierre Poulin, Philippe Beaudoin ShaderX4, 2006. |
Robust Shadow Mapping with Light-Space Perspective Shadow Maps |
Making Shadow Buffers Robust Using Multiple Dynamic Frustums |
3D Engine Design
Tips and Tricks for D3DX Effects Based Renderer |
Post-Processing Effects Scripting |
Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine |
Beyond Pixels and Triangles
Real-Time Damage Deformation Methods |
Ray Tracing Effects without Tracing Rays |
Implementing Ray Tracing on the GPU |
GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach |
Environmental Effects
Cached Procedural Textures for Terrain Rendering |
True-to-Life Real-Time Animation of Shallow Water on Today�s GPUs |
Tools, Tips, and Tricks
Implementing Radiosity for a Light Map Precomputation Tool |
Dynamic Branching on Non-PS3.0 Hardware |
GLSL Shader Debugging with GLIntercept |
GPU Performance of DirectX 9 Per-Fragment Operations Revisited |
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