shaderX 系列

《shaderX》系列涵盖了从几何操作到阴影技术、3D引擎设计等多个领域的GPU编程技术。各章节深入探讨了如Parallax Occlusion Mapping、硬件加速的Charcoal渲染、实时环境映射等渲染技巧,并介绍了在移动设备上优化图形性能的方法,如OpenGL ES 2.0的移植和优化。此外,还涉及全局光照、延迟渲染、屏幕空间环境光遮蔽等高级技术,为图形程序员提供了丰富的实战指导。
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shaderX3

Table of Contents

Section 1 – Introduction and Geometry Manipulation (Dean Calver)
1.1 Accessing and modifying topology on the GPU by Dean Calver
1.2 Rendering of Complex Formulas by Christian Kleinhuis
1.3 Deforming of Mesh Objects using HLSL by Christian Kleinhuis
1.4 Morphing between two different Objects by Ronny Burkersroda
1.5 Silhouette Geometry Shaders by Jörn Loviscach
1.6 GLSL Real-time Shader Development by Natalya Tatarchuk, Bill Licea-Kane

Section 2 - Rendering Techniques (Nicolas Thibieroz)
2.1 Parallax Mapping by Terry Welsh
2.2 Deferred Lighting on PS 3.0 with High Dynamic Range by Dean Calver
2.3 Reflections from Bumpy Surfaces by Henning Mortveit
2.4 Massively Parallel Particle Systems on the GPU by Lutz Latta
2.5 Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing by Zoe Brawley, Natalya Tatarchuk
2.6 Improved Batching Via Texture Atlases by Matthias Wloka
2.7 A Simulation of Thermal Imaging by O'dell Hicks
2.8 Real-Time Texture-Space Skin Rendering by David Gosselin, Pedro V. Sander, Jason L. Mitchell
2.9 Dot3 Cel Shading by Ron Barbosa
2.10 Hardware Accelerated Charcoal Rendering by Markus Nuebel
2.11 Detail Texture Motion Blur by Shawn Hargreaves
2.12 Animation and display of water by Stefano Lanza
2.13 Rendering Semitransparent Layered Media by Chris Oat
2.14 Hair Rendering and Shading by Thorsten Scheuermann
2.15 Reduction of lighting calculations using Spherical Harmonics by Vlad Stamate

Section 3 - Software Shaders and Shader Programming Tips (Dean Macri)
3.1 Optimizing Dx9 Vertex Shaders for Software Vertex Processing by Kent F. Knox
3.2 Software Shaders and DirectX DLL Implementation by Nicolas Capens
3.3 Tactical Path-Finding using Stochastic Maps on the GPU by Khanh Phong Ly
3.4 FX Composer 1.5 – Standardization by Chris Maughan, Daniel Horowitz

Section 4 - Image Space (Jason L. Mitchell)
4.1 A Steerable Streak Filter by Chris Oat
4.2 Adaptive Glare by Tiago Sousa
4.3 Color Grading by Ronny Burkersroda
4.4 Improved Depth of Field Rendering by Thorsten Scheuermann, Natalya Tatarchuk
4.5 Lighting Precomputation Using the Relighting Map by Tien-Tsin Wong, Chi-Sing Leung, Kwok-Hung Choy
4.6 Shaderey – NPR Style Rendering by Aras Pranckevičius

Section 5 - Shadows (Eric Haines)
5.1 Poisson Shadow Blur by Jason Mitchell
5.2 Fractional-Disk Soft Shadows by Michal Valient, Willem H. de Boer
5.3 Fake Soft Shadows Using Precomputed Visibility Distance Functions by Aras Pranckevičius
5.4 Efficient Omnidirectional Shadow Maps by Gary King, William Newhall

Section 6 - 3D Engine Design (Tom Forsyth)
6.1 An Extensible Direct3D Resource Management System by Wessam Bahnassi
6.2 Integrating Shaders into the Vision Rendering Engine by Dag Frommhold, Florian Born
6.3 Effect Parameters Manipulation Framework by Wessam Bahnassi
6.4 Shader Visualization Systems for The Art Pipeline by Homam Bahnassi, Wessam Bahnassi
6.5 Drawing a Crowd by David Gosselin, Pedro V. Sander and Jason L. Mitchell

Section 7 -Tools Environmental Effects (Willem H. de Boer )
7.1 In-Depth Performance Analyses of DirectX9 Shading Hardware concerning Pixel Shader and Texture Performance by Joachim Diepstraten, Mike Eißele
7.2 Shaderbreaker by Magnus Österlind
7.3 Generating Shaders From HLSL Fragments by Shawn Hargreaves

Section 8 - Environmental Effects (Willem H. de Boer )
8.1 Light Shaft Rendering by Jason Mitchell
8.2 Rendering Rainbows by Clint Brewer
8.3 A Practical Analytic Model for Daylight with Shaders by Marco Spoerl
8.4 Volumetric Clouds by Jesse Laeuchli

 

shaderX4

Section 1 – Geometry Manipulation (Ken Hurley)
1.1 Better geometry batching using light buffers by Renaldas Zioma
1.2 Practical Cloth Simulation for Modern GPU by Cyril Zeller
1.3 Shader Implementation of Discrete Wavelet Transform by Tien-Tsin Wong, Chi-Sing Leung
1.4 Morph Target Animation by Christian  Kleinhuis
1.5 Real-Time Character Animation on the GPU by Michael Nischt
1.6 Skinning with AniTextures by Wessam Bahnassi

Section 2 - Rendering Techniques (Sebastien St. Laurent)
2.1 Interlaced Rendering by Oles V. Shishkovtsov
2.2 Triangle mesh tangent space calculation by Martin Mittring
2.3 Hardware-Based Ambient Occlusion by Dustin Franklin
2.4 Ambient Occlusion Fields by Janne Kontkanen, Samuli Laine
2.5 Rendering Surface Details with Relief Mapping by Fábio Policarpo, Manuel M. Oliveira
2.6 Real-time Obscurances with Color Bleeding by Alex Mendez-Feliu, M.      Sbert, J. Cata, N. Sunyer
2.7 Bump My Shiny Metal by Andrew Aksyonoff
2.8 Fog Volumes by Holger Grün, Marco Spoerl
2.9 Dynamical global illum

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