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 rendering techniques of global illumination.
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 rendering techniques of global illumination.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.
Inhaltsangabe
Ch 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination Ch 2 Screen-Space Directional Occlusion Ch 3 Real-Time Multi-Bounce Ray Tracing with Geometry Imposters Ch 4 Temporal Screen-Space Ambienty Occlusion Ch 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous Media Ch 8 Difuse Global Illumination with Temporally Coherent Light Propagation Volumes Ch 9Ray Traced Approximate Reflectio Using a Grid of Oriented Splats Ch 10 Screen-Space Bent Cones Ch 11 Real-Time Near-Field Global Illumination Based on a Voxel Model Ch 12Physically-Based Area Lights Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart Scattering Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX: Advanced Real-Time Hair Rendering Ch 16 Wire Antialiassing Ch 17 Real-Time Lighting via Light Limked List Ch 18 Deferred Normalized Irradian c e Probes Ch 19 Volumetric Fog andfd Lighting Ch 20 Physically-Based Light Probe Generation on GPU Ch 21 Real-Time Global Illumination Using Slices Ch 22Clustered Shading: ASssigning Lights Using Conservative Rasterization in DirectX12 Ch 23 Fine Pruned Tiled Lights List Ch 24 Deferred Attribute Interpolation Shading Real-Time Volumetric Cloudscapes.