Geometry Manipulation | p. 1 |
Introduction | p. 3 |
Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardware | p. 5 |
Improved Appearance Variety for Geometry Instancing | p. 17 |
Implementing Real-Time Mesh Simplification Using the GPU | p. 29 |
Rendering Techniques | p. 41 |
Introduction | p. 43 |
Care and Feeding of Normal Vectors | p. 45 |
Computing Per-Pixel Object Thickness in a Single Render Pass | p. 57 |
Filtered Tilemaps | p. 63 |
Parallax Occlusion Mapping Special Feature Rendering | p. 73 |
Isocube: A Cubemap with Uniformly Distributed and Equally Important Texels | p. 83 |
Uniform Cubemaps for Dynamic Environments | p. 93 |
Practical Geometry Clipmaps for Rendering Terrains in Computer Games | p. 103 |
Efficient and Practical TileTrees | p. 115 |
Quantized Ring Clipping | p. 133 |
Image Space | p. 141 |
Introduction | p. 143 |
GPU-Based Active Contours for Real-Time Object Tracking | p. 145 |
Post-Tonemapping Resolve for High-Quality HDR Anti-aliasing in D3D10 | p. 161 |
A Fast, Small-Radius GPU Median Filter | p. 165 |
Per-Pixel Motion Blur for Wheels | p. 175 |
Deferred Rendering Using a Stencil Routed K-Buffer | p. 189 |
HDR Meets Black & White 2 | p. 199 |
Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX 10 | p. 211 |
Shadows | p. 227 |
Introduction | p. 229 |
Stable Rendering of Cascaded Shadow Maps | p. 231 |
Approximate Cumulative Distribution Function Shadow Mapping | p. 239 |
Rendering Filtered Shadows with Exponential Shadow Maps | p. 257 |
Fitted Virtual Shadow Maps and Shadow Fog | p. 275 |
Removing Shadow Volume Artifacts by Spatial Adjustment | p. 301 |
Environmental Effects | p. 309 |
Introduction | p. 311 |
Rendering Realistic Ice Objects | p. 313 |
Sunlight with Volumetric Light Rays | p. 325 |
Procedural Ocean Effects | p. 331 |
Global Illumination | p. 351 |
Introduction | p. 353 |
Practical Methods for a PRT-Based Shader Using Spherical Harmonics | p. 355 |
Incremental Instant Radiosity | p. 381 |
Real-Time Photon Mapping Approximation on the GPU | p. 393 |
Interactive Global Illumination with Precomputed Radiance Maps | p. 401 |
Handheld Devices | p. 411 |
Introduction | p. 413 |
Shaders Gone Mobile: Porting from Direct3D 9.0 to OpenGL ES 2.0 | p. 415 |
Efficiently Using Tile-Based GPUs on Mobile Phones | p. 435 |
Maximal Performance and Image Quality with Minimal Precision | p. 445 |
Implementing Graphical Benchmark in OpenGL ES 2.0 | p. 455 |
Every Cycle Counts: Level of Detail Shaders for Handheld Devices | p. 471 |
Shadow Techniques for OpenGL ES 2.0 | p. 487 |
3D Engine Design | p. 505 |
Introduction | p. 507 |
A Flexible Material System in Design | p. 509 |
3D Engine Tools with C++/CLI | p. 517 |
Efficient HDR Texture Compression | p. 525 |
Beyond Pixels and Triangles | p. 535 |
Introduction | p. 537 |
An Interactive Tour of Voronoi Diagrams on the GPU | p. 539 |
AMD DirectX 10 Performance Tools and Techniques | p. 557 |
Real-Time Audio Processing on the GPU | p. 583 |
n-Body Simulations on the GPU | p. 605 |
Index | p. 611 |
Table of Contents provided by Blackwell. All Rights Reserved. |
The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.
The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.