ShaderX7, Advanced Rendering Techniques

First Edition
Author: Wolfgang Engel
ISBN #: 1584505982
©2009   Publish Date: 03/12/2009
Binding: HB
Pages: 773
Publisher: Cengage Learning

Price: $59.99

Table of Contents:

Part I: Geometry Manuipulation
1.1 Scalar to Polygonal: Extracting Isosurfaces Using Geometry Shaders
1.2: Fast-High Quality Rendering with Real-Time Tessellation on GPUs
1.3: Dynamic Terrain Rendering on GPUs Using Real-Time Tessellation
1.4: Adaptive Re-Meshing for Displacement Mapping
1.5: Fast Tessellation of Quadrilateral Patches for Dynamic Levels of Details

Part II: Rendering Techniques
2.1: Quick Noise for GPUs
2.2: Efficient Soft Particles
2.3: Simplified High-Quality Anti-Aliased Lines
2.4: Fast Skin Shading
2.5: An Efficient and Physically Plausible Real-Time Shading Model
2.6: Graphics Techniques in Crackdown
2.7: Deferred Rendering Transparency
2.8: Deferred Shading with Multisampling Anti-Aliasing in DirectX 10
2.9: Light-Indexed Deferred Rendering

Part III: Image Space
3.1: Efficient Post-Processing with Importance Sampling
3.2: Efficient Real-Time Motion Blur for Multiple Rigid Objects
3.3 Real-Time Image Abstraction by Directed Filtering

Part IV: Shadows
4.1: Practical Cascaded Shadow Maps
4.2: A Hybrid Method for Interactive Shadows in Homogeneous Media
4.3: Real-Time Dynamic Shadows for Image-Based Lighting
4.4: Facetted Shadow Mapping for Large Dynamic Game Environments

Part V: Enironmental Effects
5.1: Dynamic Weather Effects
5.2: Interactive Hydraulic Erosion on the GPU
5.3: Advanced Geometry for Complex Sky Representation

Part VI: Global Illumination Effects
6.1: Screen-Spcae Ambient Occlusion
6.2: Image-Space Horizon-Based Ambient Occlusion
6.3: Deferred Occlusion from Analytic Surfaces
6.4: Fast Fake Global Illumination
6.5: Real-Time Subsurface Scattering Using Shadow Maps
6.6: Instant Radiosity with GPU Photon tracing and Approxiate Indirect Shadows
6.7: Variance Methods for Screen-Space Ambient Occlusion
6.8: Per-Pixel Ambient Occlusion Using Geometry Shaders

Part VII: Handheld Devices
7.1: Optimizing Your First OpenGL ES Application
7.2: Optimzed Shaders for Advanced Graphical User Interfaces
7.3: Facial Ainimation for Mobile GPUs
7.4: Augmented Reality on Mobile Phones

Part VIII: 3D Engine Design Overview
8.1: Cross-PlatformRendering Thread: Design and Impementation
8.2: Advanced GUI System for Games
8.3: Game-Engine-Friendly Occlusion Culling
8.5: Designing a Renderer for Multiple Lights; The Light Pre-Pass Renderer
8.6: Light Pre-Pass Renderer: Using the CIE Luv Color Space
8.7: Elemental Engine II

Part IX: Beyond Pixels and Triangles
9.1: Sliced grid: A Memory and Computatioanlly Efficient Data Structure for Particle-Based Simulation on the GPU
9.2: Free-Viewpoint Video on the GPU
9.3: A Volue Shader for Quantum Voronoi Diagrams Inside the 3D Bloch Ball
9.4: Packing Arbitrary Bit Fields into 16-Bit ...

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