ABSTRACT

This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasi

chapter |2 pages

Web Materials

chapter I|2 pages

Mathematics

chapter 1|12 pages

GPU Color Quantization

chapter 2|16 pages

Visualize Your Shadow Map Techniques

chapter II|2 pages

Geometry Manipulation

chapter 2|26 pages

Rule-Based Geometry Synthesis in Real-Time

chapter III|2 pages

Rendering Techniques

chapter 2|18 pages

NPR Effects Using the Geometry Shader

chapter 3|18 pages

Alpha Blending as a Post-Process

chapter 4|12 pages

Virtual Texture Mapping 101

chapter IV|2 pages

Global Illumination

chapter 2|16 pages

Screen-Space Directional Occlusion

chapter 1|18 pages

Anisotropic Kuwahara Filtering on the GPU

chapter 2|26 pages

Edge Anti-aliasing by Post-Processing

chapter 5|12 pages

Realistic Depth of Field in Postproduction

chapter 6|8 pages

Real-Time Screen Space Cloud Lighting

chapter 7|18 pages

Screen-Space Subsurface Scattering

chapter VI|2 pages

Handheld Devices

chapter 1|20 pages

Migration to OpenGL ES 2.0

chapter 2|10 pages

Touchscreen-Based User Interaction

chapter VII|2 pages

Shadows

chapter 1|32 pages

Fast Conventional Shadow Filtering

chapter 2|8 pages

Hybrid Min/Max Plane-Based Shadow Maps

chapter 4|16 pages

Screen Space Soft Shadows

chapter VIII|2 pages

3D Engine Design

chapter 4|6 pages

Practical Thread Rendering for DirectX 9

chapter IX|2 pages

Game Postmortems

chapter 1|12 pages

Stylized Rendering in Spore

chapter 4|14 pages

Destructible Volumetric Terrain

chapter 2|20 pages

Accelerating Virtual Texturing Using CUDA

chapter 4|14 pages

Spatial Binning on the GPU