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9781584505440

ShaderX6 Advanced Rendering Techniques

by
  • ISBN13:

    9781584505440

  • ISBN10:

    1584505443

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2008-02-15
  • Publisher: Charles River Media
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List Price: $60.00

Summary

Welcome to ShaderX6, the latest volume in the cutting-edge, indispensable series for game and graphics programmers. This all-new volume is packed with a collection of insightful techniques, innovative approaches to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer tools. ShaderX6: Advanced Rendering Techniques provides coverage of the vertex and pixel shader methods used in high-end graphics and game development. These state-of-the-art, ready-to-use solutions will help you meet your everyday programming challenges and bring your graphics to a new level of realism. This collection offers time-saving solutions to help you become more effi cient and productive, and is a must-have reference for all shader programmers.

Table of Contents

Geometry Manipulationp. 1
Introductionp. 3
Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardwarep. 5
Improved Appearance Variety for Geometry Instancingp. 17
Implementing Real-Time Mesh Simplification Using the GPUp. 29
Rendering Techniquesp. 41
Introductionp. 43
Care and Feeding of Normal Vectorsp. 45
Computing Per-Pixel Object Thickness in a Single Render Passp. 57
Filtered Tilemapsp. 63
Parallax Occlusion Mapping Special Feature Renderingp. 73
Isocube: A Cubemap with Uniformly Distributed and Equally Important Texelsp. 83
Uniform Cubemaps for Dynamic Environmentsp. 93
Practical Geometry Clipmaps for Rendering Terrains in Computer Gamesp. 103
Efficient and Practical TileTreesp. 115
Quantized Ring Clippingp. 133
Image Spacep. 141
Introductionp. 143
GPU-Based Active Contours for Real-Time Object Trackingp. 145
Post-Tonemapping Resolve for High-Quality HDR Anti-aliasing in D3D10p. 161
A Fast, Small-Radius GPU Median Filterp. 165
Per-Pixel Motion Blur for Wheelsp. 175
Deferred Rendering Using a Stencil Routed K-Bufferp. 189
HDR Meets Black & White 2p. 199
Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX 10p. 211
Shadowsp. 227
Introductionp. 229
Stable Rendering of Cascaded Shadow Mapsp. 231
Approximate Cumulative Distribution Function Shadow Mappingp. 239
Rendering Filtered Shadows with Exponential Shadow Mapsp. 257
Fitted Virtual Shadow Maps and Shadow Fogp. 275
Removing Shadow Volume Artifacts by Spatial Adjustmentp. 301
Environmental Effectsp. 309
Introductionp. 311
Rendering Realistic Ice Objectsp. 313
Sunlight with Volumetric Light Raysp. 325
Procedural Ocean Effectsp. 331
Global Illuminationp. 351
Introductionp. 353
Practical Methods for a PRT-Based Shader Using Spherical Harmonicsp. 355
Incremental Instant Radiosityp. 381
Real-Time Photon Mapping Approximation on the GPUp. 393
Interactive Global Illumination with Precomputed Radiance Mapsp. 401
Handheld Devicesp. 411
Introductionp. 413
Shaders Gone Mobile: Porting from Direct3D 9.0 to OpenGL ES 2.0p. 415
Efficiently Using Tile-Based GPUs on Mobile Phonesp. 435
Maximal Performance and Image Quality with Minimal Precisionp. 445
Implementing Graphical Benchmark in OpenGL ES 2.0p. 455
Every Cycle Counts: Level of Detail Shaders for Handheld Devicesp. 471
Shadow Techniques for OpenGL ES 2.0p. 487
3D Engine Designp. 505
Introductionp. 507
A Flexible Material System in Designp. 509
3D Engine Tools with C++/CLIp. 517
Efficient HDR Texture Compressionp. 525
Beyond Pixels and Trianglesp. 535
Introductionp. 537
An Interactive Tour of Voronoi Diagrams on the GPUp. 539
AMD DirectX 10 Performance Tools and Techniquesp. 557
Real-Time Audio Processing on the GPUp. 583
n-Body Simulations on the GPUp. 605
Indexp. 611
Table of Contents provided by Blackwell. All Rights Reserved.

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