
By WolfgangEngel
ISBN-10: 1568817185
ISBN-13: 9781568817187
"This ebook includes many chapters describing the most recent advancements in special effects rendering at the GPU. Written through online game programming specialists, each one contribution covers complicated rendering options that run at the DirectX and OpenGL run-time with any shader language to be had. The book's sections disguise themes in arithmetic of special effects, rendering, international illumination, hand held units, 3D engine layout, and GPGPU" -- learn more... GEOMETRY MANIPULATION, Wolfgang Engel, editor Terrain and Ocean Rendering with Tessellation, Xavier Bonaventura DirectX eleven images Pipeline Definition of Geometry Vertex place, Vertex common, and Texture Coordinates Tessellation Correction reckoning on the digicam perspective Conclusions Bibliography sensible and life like Facial Wrinkles Animation, Jorge Jimenez, Jose I. Echevarria, Christopher Oat, and Diego Gutierrez historical past Our set of rules effects dialogue end Acknowledgments Bibliography Procedural content material new release at the GPU 29, Aleksander Netzel and Pawel Rohleder summary advent Terrain new release and Rendering Environmental results placing all of it jointly Conclusions and destiny paintings Bibliography RENDERING, Christopher Oat, editor Pre-Integrated epidermis Shading, Eric Penner and George Borshukov creation historical past and former paintings Pre-Integrating the results of Scattering Scattering and Difuse mild Scattering and common Maps Shadow Scattering end and destiny paintings Appendix A: search for Textures Appendix B: Simpli ed epidermis Shader Bibliography imposing Fur utilizing Deferred Shading, Donald Revie Deferred Rendering . Fur concepts Fur Implementation information end Acknowledgments Bibliography Large-Scale Terrain Rendering for outside video games, Ferenc Pinter creation content material production and modifying Runtime Shading functionality attainable Extensions Acknowledgments Bibliography sensible Morphological Antialiasing, Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez assessment Detecting Edges acquiring mixing Weights mixing with the Four-Neighborhood effects dialogue end Acknowledgments Bibliography quantity Decals, Emil Persson advent Decals as Volumes Conclusions Bibliography international ILLUMINATION results, Carsten Dachsbacher, editor Temporal Screen-Space Ambient Occlusion, Oliver Mattausch, Daniel Scherzer, and Michael Wimmer creation . Ambient Occlusion opposite Reprojection Our set of rules SSAO Implementation effects dialogue and boundaries Conclusions Bibliography . Level-of-Detail and Streaming Optimized Irradiance common Mapping, Ralf Habel, Anders Nilsson, and Michael Wimmer creation Calculating Directional Irradiance H-Basis Implementation effects end Appendix A: round Harmonics foundation features with out Condon-Shortley section Bibliography Real-Time One-Bounce oblique Illumination and Shadows utilizing Ray Tracing, Holger Gruen assessment advent part 1: Computing oblique Illumination with out oblique Shadows part 2: developing a 3D Grid of Blockers part three: Computing the Blocked component of oblique mild destiny paintings Bibliography Real-Time Approximation of sunshine shipping in Translucent Homogenous Media, Colin Barre-Brisebois and Marc Bouchard advent looking for Translucency The approach: the best way Out is thru functionality dialogue end Demo Acknowledgments Bibliography Diffuse international Illumination with Temporally Coherent mild Propagation Volumes, Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher advent assessment set of rules element Description Injection degree Optimizations effects end Acknowledgments Bibliography SHADOWS, Wolfgang Engel, editor Variance Shadow Maps Light-Bleeding relief methods, Wojciech Sterna advent VSM review Light-Bleeding recommendations to the matter. pattern software end Bibliography quick tender Shadows through Adaptive Shadow Maps, Pavlo Turchyn Percentage-Closer Filtering with huge Kernels software to Adaptive Shadow Maps delicate Shadows with Variable Penumbra dimension effects Bibliography Adaptive Volumetric Shadow Maps, Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr creation and former ways set of rules and Implementation . Comparisons Conclusions and destiny paintings Acknowledgments Bibliography quickly smooth Shadows with Temporal Coherence, Daniel Scherzer, Michael Schw arzler and Oliver Mattausch advent set of rules comparability and effects Bibliography Mipmapped Screen-Space tender Shadows, Alberto Aguado and Eugenia Montiel creation and former paintings Penumbra Width Screen-Space clear out Filtering Shadows Mipmap point choice a number of Occlusions dialogue Bibliography hand-held units, Kristof Beets, editor A Shader-Based e-book Renderer, Andrea Bizzotto review Page-Peeling influence allowing Pages Side-by-Side bettering the glance and Antialiasing Edges Direction-Aligned Triangle Strip functionality Optimizations and gear intake placing it jointly destiny paintings end Acknowledgments Bibliography Post-Processing results on cellular units, Marco Weber and Peter Quayle evaluate Technical information Case examine: Bloom Implementation end Bibliography Shader-Based Water results, Joe Davis and Ken Catterall advent strategies Optimizations end Bibliography 3D ENGINE layout, Wessam Bahnassi, editor sensible, Dynamic Visibility for video games, Stephen Hill and Daniel Collin creation Surveying the sphere question Quandaries want checklist Conviction resolution Battlefield resolution destiny improvement end Acknowledgments Bibliography Shader Amortization utilizing Pixel Quad Message Passing, Eric Penner advent historical past and comparable paintings Pixel Derivatives and Pixel Quads Pixel Quad Message Passing PQA Initialization boundaries of PQA move Bilateral Sampling Convolution and Blurring percent nearer Filtering dialogue Appendix A: aid Bibliography A Rendering Pipeline for Real-Time Crowds, Benjamin Hernandez and Isaac Rudomin process evaluation Populating the digital surroundings and behaviour View-Frustum Culling point of element Sorting Animation and Draw Instanced effects Conclusions and destiny paintings Acknowledgments Bibliography GPGPU, Sebastien St-Laurent, editor second Distance box iteration with the GPU, Philip Rideout Vocabulary long island Grassfire Horizontal-Vertical Erosion Saito-Toriwaki Scanning with OpenCL Signed Distance with colour Channels Distance box functions Bibliography Order-Independent Transparency utilizing Per-Pixel associated Lists, Nicolas Thibieroz creation set of rules review DirectX eleven positive factors specifications Head Pointer and Nodes Buers Per-Pixel associated checklist production Per-Pixel associated Lists Traversal Multisampling Antialiasing help Optimizations Tiling end Acknowledgments Bibliography uncomplicated and quickly Fluids, Martin Guay, Fabrice Colin, and Richard Egli creation Fluid Modeling Solver's set of rules Code Visualization end Bibliography a quick Poisson Solver for OpenCL utilizing Multigrid equipment, Sebastien Noury, Samuel Boivin, and Olivier Le Maitre creation Poisson Equation and Finite quantity process Iterative equipment Multigrid equipment (MG) OpenCL Implementation Benchmarks dialogue Bibliography