GPU Pro 360 Guide to Shadows


GPU Pro 360 Guide to Shadows
Authors: Wolfgang Engel
ISBN-10 书号: 0815382472
ISBN-13 书号: 9780815382478
Edition 版本: 1
Publisher Finelybook 出版日期: 2018-11-21
pages 页数: 244 pages


Book Description
Wolfgang Engel’s GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Key Features:
Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs,video consoles,mobile devices
Covers specific challenges involved in creating games on various platforms
Explores the latest developments in rapidly evolving field of real-time rendering
Takes practical approach that helps graphics programmers solve their daily challenges
Contents
Introduction
Web Materials
Chapter 1 Fast Conventional Shadow Filtering Holger Gruen
Chapter 2 Hybrid Min/Max Plane-Based Shadow Maps Holger Gruen
Chapter 3 Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping Hung-Chien Liao
Chapter 4 Screen Space Soft Shadows Jesus Gumbau,Miguel Chover,and Mateu Sbert
Chapter 5 Variance Shadow Maps Light-Bleeding Reduction Tricks Wojciech Sterna
Chapter 6 Fast Soft Shadows via Adaptive Shadow Maps Pavlo Turchyn
Chapter 7 Adaptive Volumetric Shadow Maps Marco Salvi,Kiril Vidimce,Andrew Lauritzen,Aaron Lefohn,and Matt Pharr
Chapter 8 Fast Soft Shadows with Temporal Coherence Daniel Scherzer,Michael Schwarzler,and Oliver Mattausch
Chapter 9 Mipmapped Screen-Space Soft Shadows Alberto Aguado and Eugenia Montiel
Chapter 10 Efficient Online Visibility for Shadow Maps Oliver Mattausch,Jiri Bittner,Ari Silvennoinen,Daniel Scherzer,and Michael Wimmer
Chapter 11 Depth Rejected Gobo Shadows John White
Chapter 12 Real-Time Deep Shadow Maps Rene Furst,Oliver Mattausch,and Daniel Scherzer
Chapter 13 Practical Screen-Space Soft Shadows Marton Tamas and Viktor Heisenberger
Chapter 14 Tile-Based Omnidirectional Shadows
Chapter 15 Shadow Map Silhouette Revectorization Vladimir Bondarev
About the Contributors

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