Description

Book Synopsis

This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise.



Table of Contents

Ch 1 Fast Conventiona lShadow Filtering; Ch 2 Hybrid Min / Max Plane-Based Shadow Maps; Ch 3 Shadow Mapping for Omnidirectioanl Light Using Tetrahedron Mapping; Ch 4 Screen Space Soft Shaddow; Ch 5 Variance Shadow Maps Light- Bleeding Reduction Tricks; Ch 6 Fast Soft Shadows via Adaptive Shadow Maps Ch 7 Adaptive Volumetric Shadowe Maps; Ch 8 Fast Soft Shadows with Temporal Coherence; Ch 9 Mipmapped Screen-Space Soft Shadows; Ch 10 Efficient Online Visability for Shadow Maps; Ch 11 Depth Rejected Gobo Shadows; Ch 12 Real-Time Deep Shadow Maps; Ch 13 Practical Screen-Space Soft Shadows; Ch 14 Tile-Based Omnidirectional Shadows; Ch 15 Shadow Map Silhouette Revectorization

GPU Pro 360 Guide to Rendering

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A Paperback by Wolfgang Engel

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    View other formats and editions of GPU Pro 360 Guide to Rendering by Wolfgang Engel

    Publisher: CRC Press
    Publication Date: 7/5/2018 12:00:00 AM
    ISBN13: 9780815365501, 978-0815365501
    ISBN10: 0815365500

    Description

    Book Synopsis

    This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise.



    Table of Contents

    Ch 1 Fast Conventiona lShadow Filtering; Ch 2 Hybrid Min / Max Plane-Based Shadow Maps; Ch 3 Shadow Mapping for Omnidirectioanl Light Using Tetrahedron Mapping; Ch 4 Screen Space Soft Shaddow; Ch 5 Variance Shadow Maps Light- Bleeding Reduction Tricks; Ch 6 Fast Soft Shadows via Adaptive Shadow Maps Ch 7 Adaptive Volumetric Shadowe Maps; Ch 8 Fast Soft Shadows with Temporal Coherence; Ch 9 Mipmapped Screen-Space Soft Shadows; Ch 10 Efficient Online Visability for Shadow Maps; Ch 11 Depth Rejected Gobo Shadows; Ch 12 Real-Time Deep Shadow Maps; Ch 13 Practical Screen-Space Soft Shadows; Ch 14 Tile-Based Omnidirectional Shadows; Ch 15 Shadow Map Silhouette Revectorization

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