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ShaderX7: Advanced Rendering Techniques
47 Articles, Edited by Wolfgang Engel, 2009.
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Geometry Manipulation
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Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders |
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details |
Dynamic Terrain Rendering on GPU Using Real-Time Tessellation |
Adaptive Re-Meshing for Displacement Mapping |
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Rafael P. Torchelsen, Carlos A. Dietrich, Lu�s Fernando, M. S. Silva, Rui Bastos, and Jo�o L. D. Comba ShaderX7, 2009. |
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details |
Rendering Techniques
Simplified High Quality Anti-aliased Lines |
An Efficient and Physically Plausible Real Time Shading Model |
Graphics Techniques in Crackdown |
Deferred Rendering Transparency |
Deferred Shading with Multisampling Anti-Aliasing in DirectX 10 |
Light Indexed Deferred Rendering |
Image Space
Efficient Post-processing with Importance Sampling |
Efficient Real-Time Motion Blur for Multiple Rigid Objects |
Real-time Flow-based Image Abstraction |
Shadows
Practical Cascaded Shadow Maps |
A Hybrid Method for Interactive Shadows in Homogeneous Media |
Real-time Dynamic Shadows for Image-based Lighting |
Facetted Shadow Mapping for Large Dynamic Game Environments |
Environmental Effects
Interactive Hydraulic Erosion on the GPU |
Advanced Geometry for Complex Sky Representation |
Global Illumination Effects
Screen Space Ambient Occlusion |
Image-Space Horizon-Based Ambient Occlusion |
Deferred Occlusion from Analytic Surfaces |
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Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat ShaderX7, 2009. |
Fast Fake Global Illumination |
Real-Time Subsurface Scattering using Shadow Maps |
Instant Radiosity with GPU Photon Tracing and Approximate Indirect Shadows |
Variance Methods for Screen-Space Ambient Occlusion |
Per-Pixel Ambient Occlusion using Geometry Shaders |
Handheld Devices
Optimizing your first OpenGL ES Applications |
Optimised Shaders for Advanced Graphical User Interfaces |
Facial Animation for Mobile GPUs |
Augmented Reality on Mobile Phones |
3D Engine Design
Cross Platform Rendering Thread: Design and Implementation |
Advanced GUI System for Games |
Automatic Load Balancing Shader Framework |
Game Engine Friendly Occlusion Culling |
Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer |
Using LUV color space with the Light Pre-Pass Renderer |
Beyond Pixels and Triangles
Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU |
Free-Viewpoint Video on the GPU |
A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball |
Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX 10 |
Interactive Image Morphing Using Thin-Plate Spline |
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Xiaopei Liu, Liang Wan, Xuemiao Xu, Tien-Tsin Wong, Chi-Sing Leung ShaderX7, 2009. |
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