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简介
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资源最后更新于 2020-11-20 04:42:03
作者:Wolfgang Engel
出版社:A K Peters/CRC Press
出版日期:2011-01
ISBN:9781568817187
文件格式: pdf
标签: 图形学 计算机图形学 GPU 游戏编程 Graphics 计算机图形 游戏开发 技术
简介· · · · · ·
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programm...
目录
Section 1 Geometry Manipulation
1.1 Terrain and Ocean Rendering with Hardware Tesselation by Xavier Bonaventura
1.2 Practical and Realistic Facial Wrinkles Animation by Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez
1.3 Procedural Content Generation on GPU by Aleksander Netzel and Pawel Rohleder
Section 2 Rendering Techniques
2.1 Pre-Integrated Skin Shading by Eric Penner and George Borshukov
2.2 Implementing Fur in Deferred Shading by Donald Revie
2.3 Large-scale terrain rendering for outdoor games by Ferenc Pintér
2.4 Practical Morphological Anti-Aliasing by Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez
2.5 Volume Decals by Emil Persson
Section 3 Global Illumination
3.1 Temporal Screen-Space Ambient Occlusion by Oliver Mattausch, Daniel Scherzer and Michael Wimmer
3.2 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping by Ralf Habel, Anders Nilsson and Michael Wimmer
3.3 Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing by Holger Gruen
3.4 Real-Time Approximation of Light Transport in Translucent Homogenous Media by Colin Barré-Brisebois and Marc Bouchard
3.5 Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes by Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher
Section 4 Shadows
4.1 Variance Shadow Maps Light-Bleeding Reduction Tricks by Wojciech Sterna
4.2 Fast Soft Shadows via Adaptive Shadow Maps by Pavlo Turchyn
4.3 Adaptive Volumetric Shadow Maps by Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn, Matt Pharr
4.4 Fast Soft Shadows with Temporal Coherence by Daniel Scherzer, Michael Schwä rzler and Oliver Mattausch
4.5 MipMapped Screen Space Soft Shadows by Alberto Aguado and Eugenia Montiel
Section 5 Handheld Devices
5.1 A Shader-Based E-Book Renderer by Andrea Bizzotto
5.2 Post-Processing Effects on Mobile Devices by Marco Weber and Peter Quayle
5.3 Shader Based Water Effects by Joe Davis and Ken Catterall
Section 6 3D Engine Design
6.1 Practical, Dynamic Visibility for Games by Stephen Hill and Daniel Collin
6.2 Shader Amortization using Pixel Quad Message Passing by Eric Penner
6.3 A Rendering Pipeline for Real-time Crowds by Benjamín Hernández and Isaac Rudomin
Section 7 GPGPU
7.1 2D Distance Field Generation with the GPU by Philip Rideout
7.2 Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11 by Nicolas Thibieroz
7.3 Simple and Fast Fluid Flow Simulation on the GPU by Martin Guay, Fabrice Colin and Richard Egli
7.4 A Fast Poisson Solver for OpenCL using Multigrid Methods by Sebastien Noury, Samuel Boivin and Olivier Le Maître
1.1 Terrain and Ocean Rendering with Hardware Tesselation by Xavier Bonaventura
1.2 Practical and Realistic Facial Wrinkles Animation by Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez
1.3 Procedural Content Generation on GPU by Aleksander Netzel and Pawel Rohleder
Section 2 Rendering Techniques
2.1 Pre-Integrated Skin Shading by Eric Penner and George Borshukov
2.2 Implementing Fur in Deferred Shading by Donald Revie
2.3 Large-scale terrain rendering for outdoor games by Ferenc Pintér
2.4 Practical Morphological Anti-Aliasing by Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez
2.5 Volume Decals by Emil Persson
Section 3 Global Illumination
3.1 Temporal Screen-Space Ambient Occlusion by Oliver Mattausch, Daniel Scherzer and Michael Wimmer
3.2 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping by Ralf Habel, Anders Nilsson and Michael Wimmer
3.3 Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing by Holger Gruen
3.4 Real-Time Approximation of Light Transport in Translucent Homogenous Media by Colin Barré-Brisebois and Marc Bouchard
3.5 Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes by Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher
Section 4 Shadows
4.1 Variance Shadow Maps Light-Bleeding Reduction Tricks by Wojciech Sterna
4.2 Fast Soft Shadows via Adaptive Shadow Maps by Pavlo Turchyn
4.3 Adaptive Volumetric Shadow Maps by Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn, Matt Pharr
4.4 Fast Soft Shadows with Temporal Coherence by Daniel Scherzer, Michael Schwä rzler and Oliver Mattausch
4.5 MipMapped Screen Space Soft Shadows by Alberto Aguado and Eugenia Montiel
Section 5 Handheld Devices
5.1 A Shader-Based E-Book Renderer by Andrea Bizzotto
5.2 Post-Processing Effects on Mobile Devices by Marco Weber and Peter Quayle
5.3 Shader Based Water Effects by Joe Davis and Ken Catterall
Section 6 3D Engine Design
6.1 Practical, Dynamic Visibility for Games by Stephen Hill and Daniel Collin
6.2 Shader Amortization using Pixel Quad Message Passing by Eric Penner
6.3 A Rendering Pipeline for Real-time Crowds by Benjamín Hernández and Isaac Rudomin
Section 7 GPGPU
7.1 2D Distance Field Generation with the GPU by Philip Rideout
7.2 Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11 by Nicolas Thibieroz
7.3 Simple and Fast Fluid Flow Simulation on the GPU by Martin Guay, Fabrice Colin and Richard Egli
7.4 A Fast Poisson Solver for OpenCL using Multigrid Methods by Sebastien Noury, Samuel Boivin and Olivier Le Maître