This book explores the latest developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D engine design, and environmental effects. A dedicated section on general purpose GPU programming focuses on CUDA, DirectCompute, and OpenCL examples. The book also provides tips on how to render real-time special effects and visualize data on common consumer software platforms.
This book explores the latest developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D engine design, and environmental effects. A dedicated section on general purpose GPU programming focuses on CUDA, DirectCompute, and OpenCL examples. The book also provides tips on how to render real-time special effects and visualize data on common consumer software platforms.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Geometry Manipulation. Vertex Shader Tesselation. Real-time Deformable Terrain Rendering. Optimized Stadium Crowd Rendering. Geometric Anti-Aliasing Methods. Rendering. Practical Elliptical Texture Filtering. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering. Volumetric Real-Time Water and Foam Rendering. CryENGINE 3. Global Illumination Effects. Ray-traced Approximate Reflections Using a Grid of Oriented Splats. Screen-space Bent Cones: A Practical Approach. Real-time Near-¿eld Global Illumination based on a Voxel Model. Shadows. Efficient Online Visibility for Shadow Maps. Depth Rejected Gobo Shadows. Handheld Devices. Inexpensive Anti-Aliasing of Simple Objects. Programming the XPERIA Play GPU. 3D Engine Design. Z3 Culling. Quaternion-based rendering pipeline. Implementing a Directionally Adaptive Edge AA Filter using DirectX 11. Designing a Data-Driven Renderer. GPGPU. Volumetric transparency with Per-Pixel Fragment Lists". Practical Binary Surface and Solid Voxelization with Direct3D 11. Interactive Ray Tracing Using the Compute Shader in DirectX 11. Contributors.
Geometry Manipulation. Vertex Shader Tesselation. Real-time Deformable Terrain Rendering. Optimized Stadium Crowd Rendering. Geometric Anti-Aliasing Methods. Rendering. Practical Elliptical Texture Filtering. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering. Volumetric Real-Time Water and Foam Rendering. CryENGINE 3. Global Illumination Effects. Ray-traced Approximate Reflections Using a Grid of Oriented Splats. Screen-space Bent Cones: A Practical Approach. Real-time Near-¿eld Global Illumination based on a Voxel Model. Shadows. Efficient Online Visibility for Shadow Maps. Depth Rejected Gobo Shadows. Handheld Devices. Inexpensive Anti-Aliasing of Simple Objects. Programming the XPERIA Play GPU. 3D Engine Design. Z3 Culling. Quaternion-based rendering pipeline. Implementing a Directionally Adaptive Edge AA Filter using DirectX 11. Designing a Data-Driven Renderer. GPGPU. Volumetric transparency with Per-Pixel Fragment Lists". Practical Binary Surface and Solid Voxelization with Direct3D 11. Interactive Ray Tracing Using the Compute Shader in DirectX 11. Contributors.
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