
GPU Gems : Programming Techniques, Tips and Tricks for Real-Time Graphics
by Fernando, Randima, (Series Editor)Rent Textbook
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Summary
Author Biography
Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.
Table of Contents
Foreword | |
Preface | |
Contributors | |
Natural Effects | |
Effective Water Simulation from Physical Models | |
Goals and Scope | |
The Sum of Sines Approximation | |
Authoring | |
Runtime Processing | |
Conclusion | |
References | |
Rendering Water Caustics | |
Introduction | |
Computing Caustics | |
Our Approach | |
Implementation Using Open GL | |
Implementation Using a High-Level Shading Language | |
Conclusion | |
References | |
Skin in the "Dawn" Demo | |
Introduction | |
Skin Shading | |
Lighting the Scene | |
How Skin Responds to Light | |
Implementation | |
Conclusion | |
References | |
Animation in the "Dawn" Demo | |
Introduction | |
Mesh Animation | |
Morph Targets | |
Skinning | |
Conclusion | |
References | |
Implementing Improved Perlin Noise | |
The Noise Function | |
The Original Implementation | |
Deficiencies of the Original Implementation | |
Improvements to Noise | |
How to Make Good Fake Noise in Pixel Shaders | |
Making Bumps Without Looking at Neighboring Vertices | |
Conclusion | |
References | |
Fire in the "Vulcan" Demo | |
Creating Realistic Flames | |
Implementing Animated Sprites | |
Particle Motion | |
Performance | |
Post-Rendering Effects | |
Conclusion | |
Rendering Countless Blades of Waving Grass | |
Introduction | |
Overview | |
Preparation of the Grass Objects | |
Animation | |
Conclusion | |
Further Reading | |
Simulating Diffraction, Jos Stam, (Alias Systems).What Is Diffraction?Implementation | |
Results | |
Conclusion | |
References | |
Lighting and Shadows | |
Efficient Shadow Volume Rendering | |
Introduction | |
Program Structure | |
Detailed Discussion | |
Debugging | |
Geometry Optimizations | |
Fill-Rate Optimizations | |
Future Shadows | |
References | |
Cinematic Lighting | |
Introduction | |
A Direct Lighting Illumination Model | |
The Uberlight Shader | |
Performance Concerns | |
Conclusion | |
References | |
Shadow Map Antialiasing | |
Introduction | |
Percentage-Closer Filtering | |
A Brute-Force Implementation | |
Using Fewer Samples | |
Why It Works | |
Conclusion | |
References | |
Omnidirectional Shadow Mapping | |
Introduction | |
The Shadow-Mapping Algorithm | |
Implementation | |
Adding Soft Shadows | |
Conclusion | |
References | |
Generating Soft Shadows Using Occlusion Interval Maps | |
The Gas Station | |
The Algorithm | |
Creating the Maps | |
Rendering | |
Limitati | |
Table of Contents provided by Publisher. All Rights Reserved. |
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