ABSTRACT
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te
TABLE OF CONTENTS
part 1|2 pages
Part I. Geometry Manipulation
part 2|2 pages
Part II. Rendering
part 3|2 pages
Part III. Global Illumination Effects
part 4|2 pages
Part IV. Shadows
part 5|2 pages
Part V. Handheld Devices
part 6|2 pages
Part VI. 3D Engine Design
part 7|2 pages
Part VII. GPGPU