10年出版的GPUPro,拿到手里也有段时间了,颇有含金量的一本书,但也有一些水文,700多页大部头都细读也是不合适,摘取部分做了些笔记:
摘取原则是对游戏图形开发比较有实际意义的,或者在较近的“长远”比较有启发的,文中尽可能的简单扼要的介绍里面核心的东西,略加自己评论:
[gpu pro]StylizedRenderingInSpore
[gpu pro]矿工战争的可破坏volumetric地形系统
[gpu pro]AlphaBlendingAsPostProcess
[gpu pro]Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination
[gpu pro]screen space directional occlusion
[gpu pro]environment mapping with Floyd-Steinberg Halftoning
[gpu pro]fast conventional shadow filtering
[gpu pro]hybrid min/max plane-based shadow maps
[gpu pro]shadow map for omnidirectinal light using tetrahedron mapping
[gpu pro]screen space soft shadows
[gpu pro]MultiFragments Effects on the GPU using bucket sort
[gpu pro]矿工战争的可破坏volumetric地形系统