GPU Pro 360 Guide To Rendering
User Manual:
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- Cover
- Half Title
- Title
- Copyright
- Contents
- Introduction
- Web Materials
- 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
- Eric Penner and George Borshukov 5.1 Introduction
- 5.2 Background and Previous Work
- 5.3 Pre-Integrating the Effects of Scattering
- 5.4 Scattering and Diffuse Light
- 5.5 Scattering and Normal Maps
- 5.6 Shadow Scattering
- 5.7 Conclusion and Future Work
- 5.8 Appendix A: Lookup Textures
- 5.9 Appendix B: Simplified Skin Shader
- Bibliography
- 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
- Markus Billeter, Ola Olsson, and Ulf Assarsson 17.1 Introduction
- 17.2 Recap: Forward, Deferred, and Tiled Shading
- 17.3 Tiled Forward Shading: Why
- 17.4 Basic Tiled Forward Shading
- 17.5 Supporting Transparency
- 17.6 Support for MSAA
- 17.7 Supporting Different Shaders
- 17.8 Conclusion and Further Improvements
- Bibliography
- 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
- Sylvain Lefebvre, Samuel Hornus, and Anass Lasram 21.1 Introduction
- 21.2 Linked Lists with Pointers (Lin-alloc
- 21.3 Lists with Open Addressing (Open-alloc
- 21.4 Post-sort and Pre-sort
- 21.5 Memory Management
- 21.6 Implementation
- 21.7 Experimental Comparisons
- 21.8 Conclusion
- 21.9 Acknowledgments
- Bibliography
- 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
- About the Contributors