GPU Pro 360 Guide to Rendering
- Length: 528 pages
- Edition: 1
- Language: English
- Publisher: A K Peters/CRC Press
- Publication Date: 2018-06-28
- ISBN-10: 0815365519
- ISBN-13: 9780815365518
- Sales Rank: #3479716 (See Top 100 Books)
This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering the vaarious algorithms that are used to generate shadow data in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on the ability to acheive good visual results in rendering shadows.
Table of Contents
Chapter 1 Quadtree Displacement Mapping With Height Blending
Chapter 2 Npr Effects Using The Geometry Shader
Chapter 3 Alpha Blending As A Post-Process
Chapter 4 Virtual Texture Mapping 101
Chapter 5 Pre-Integrated Skin Shading
Chapter 6 Implementing Fur Using Deferred Shading
Chapter 7 Large-Scale Terrain Rendering For Outdoor Games
Chapter 8 Practical Morphological Antialiasing
Chapter 9 Volume Decals
Chapter 10 Practical Elliptical Texture Filtering On The Gpu
Chapter 11 An Approximation To The Chapman Grazing-Incidence Function For Atmospheric Scattering
Chapter 12 Volumetric Real-Time Water And Foam Rendering
Chapter 13 Inexpensive Antialiasing Of Simple Objects
Chapter 14 Practical Planar Reflections Using Cubemaps And Image Proxies
Chapter 15 Real-Time Ptex And Vector Displacement
Chapter 16 Decoupled Deferred Shading On The Gpu
Chapter 17 Tiled Forward Shading
Chapter 18 Forward+: A Step Toward Film-Style Shading In Real Time
Chapter 19 Progressive Screen-Space Multichannel Surface Voxelization
Chapter 20 Rasterized Voxel-Based Dynamic Global Illumination
Chapter 21 Per-Pixel Lists For Single Pass A-Buffer
Chapter 22 Reducing Texture Memory Usage By 2-Channel Color Encoding
Chapter 23 Particle-Based Simulation Of Material Aging
Chapter 24 Simple Rasterization-Based Liquids
Chapter 25 Next-Generation Rendering In Thief
Chapter 26 Grass Rendering And Simulation With Lod
Chapter 27 Hybrid Reconstruction Antialiasing
Chapter 28 Real-Time Rendering Of Physically Based Clouds Using Precomputed Scattering
Chapter 29 Sparse Procedural Volume Rendering
Chapter 30 Adaptive Virtual Textures
Chapter 31 Deferred Coarse Pixel Shading
Chapter 32 Progressive Rendering Using Multi-Frame Sampling