Book Cover

Book Contents


Section Editors



ShaderX6 - Advanced Rendering Techniques

1. Geometry Manipulation
1.1 Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardware by György Antal and László Szirmay-Kalos
1.2 Improved Appearance Variety for Geometry Instancing by Jonathan Maďm and Daniel Thalmann
1.3 Implementing Real-Time Mesh Simplification Using Programmable Geometry Pipeline on GPU by Christopher DeCoro and Natalya Tatarchuk

2.Rendering Techniques
2.1 Care and Feeding of Normal Vectors by Joern Loviscach
2.2 Computing Per-Pixel Object Thickness in a Single Render Pass by Christopher Oat and Thorsten Scheuermann
2.3 Filtered Tilemaps by Sylvain Lefebvre
2.4 Parallax Occlusion Mapping Special Feature Rendering by Jason Zink
2.5 Uniform Cubemap for Dynamic Environments by Tze-Yui Ho, Chi-Sing Leung and Tien-Tsin Wong
2.6 Isocube A Cubemap with Uniformly Distributed and Equally Important Texels by Liang Wan, Tien -Tsin Wong and Chi-Sing Leung
2.7 Practical Geometry Clipmaps for Rendering Terrains in Computer Games by Rafael P. Torchelsen, Joăo L. D. Comba, and Rui Bastos
2.8 Efficient and Practical TileTrees by Carsten Dachsbacher and Sylvain Lefebvre
2.9 Quantized Ring Clipping by David Pangerl
3.Image Space
3.1 GPU-Based Active Contours for Real-Time Object Tracking by Natasha Tatarchuk
3.2 Post-tonemapping resolve for high quality HDR antialiasing in D3D10 by Emil Persson
3.3 A Fast, Small-Radius GPU Median Filter by Morgan McGuire
3.4 Per-pixel Motion Blur for Wheels by Damyan Pepper
3.5 Deferred Rendering using a Stencil Routed K-Buffer by Louis Bavoil and Kevin Myers
3.6 HDR meets Black&White 2 by Francesco Caruzzi
3.7 Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX® 10 by Nick Thibieroz
4.1Stable rendering of cascaded shadow maps by Michal Valient
4.2    Approximate Cumulative Distribution Function Shadow Mapping by Holger Gruen
4.3   Rendering Filtered Shadows with Exponential Shadow Maps by Marco Salvi
4.4   Fitted Virtual Shadow Maps and Shadow Fog by Markus Giegl
4.5   Removing Shadow Volume Artifacts by Spatial Adjustment by Chi-Sing Leung, Tze-Yui Ho and Tien-Tsin Wong

5 Environmental Effects
5.1 Rendering Realistic Ice Objects by Anders Nivfors
5.2 Sunlight with Volumetric Light Rays by Pawel Rohleder
5.3 Procedural Ocean Effects by László Szécsi and Khashayar Arman

6 Global Illumination
6.1 Practical Methods for a PRT-based Shader Using Spherical Harmonics by Jerome Ko, Manchor Ko and Matthias Zwicker
6.2 Incremental Instant Radiosity by Hannu Saransaari, Samuli Laine, Janne Kontkanen, Jaakko Lehtinen and Timo Aila
6.3 Real Time Photon Mapping Approximation on the GPU by Vlad Stamate
6.4 Interactive Global Illumination with Precomputed Radiance Maps by Laszlo Szecsi, László Szirmay-Kalos, and Mateu Sbert

7 Handheld Devices
7.1 Shaders Gone Mobile Porting from Direct3D 9.0 to Open GL ES 2.0 by Mikey Wetzel
7.2 Efficiently Using Tile-Based GPUs on Mobile Phones by Maurice Ribble
7.3 Maximal Performance and Image Quality with Minimal Precision by Ken Catterall
7.4 Implementing Graphical Benchmark in OpenGL ES 2.0 by Szabolcs Horvath, Csaba Keszegh and Laszlo Kishonti
7.5 Every Cycle Counts Level of Detail Shaders by Kristof Beets
7.6 Shadow Techniques for OpenGL ES 2.0 by JonathanFeldstein

8 3D Engine Design
8.1 A Flexible Material System in Design by Maxime Beaudoin
8.2 3D Engine Tools with C++CLI by Wessam Bahnassi
8.3 Efficient HDR Texture Compression by Tze-Yui Ho and Chi-Sing Leung

9 Beyond Pixels & Triangles
9.1 An Interactive Tour of Voronoi Diagrams on the GPU by Frank Nielsen
9.2 AMD DirectX® 10 Performance Tools and Techniques by Jonathan Zarge, Seth Sowerby and Guennadi Riguer
9.3 Real-Time Audio Processing on the GPU by Fernando Trebien and Manuel M. Oliveira
9.4 n-Body Simulations on the GPU by Jesse Laeuchli


© 2001 - 2007 Wolfgang Engel, Carlsbad, CA, USA