GPU Pro 2
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
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algorithm ambient occlusion antialiasing applied approach approximation artifacts AVSM bilinear bilinear filtering blending blur calculate camera cell coefficients color compression Computer Graphics Coord decal deferred shading depth diffuse direction DirectX distance field dynamic edges effect Equation Eurographics falloff Figure filtering float float4 fragment shader function G-buffer geometry grid head pointer implementation indirect light input irradiance iteration kernel light map linked lists lookup memory mesh method mipmap MSAA nodes buffer normal map objects occluder offset OpenCL optimization output pass penumbra penumbrae widths per-pixel linked lists performance pixel shader POWERVR precomputed propagation quad real-time render target resolution sampler samples scattering scene screen screen-space shadow buffer shadow map SIGGRAPH simulate soft shadows solution space spherical harmonics SSAO stored surface technique terrain tessellation texcoord texel texture coordinates tile translucent triangle uint vector vertex vertex shader view frustum visible