ShaderX3 - Advanced Rendering With DirectX and OpenGL


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Table of contents :
First Page......Page 1
Contents......Page 2
About the Editors......Page 7
About the Contributors......Page 10
Section 1 - Introduction and Geometry Manipulation Tricks......Page 19
Introduction......Page 20
1.1 Accessing and Modifying Topology on the GPU......Page 21
1.2 Rendering of Complex Formulas......Page 36
1.3 Deforming of Mesh Objects Using HLSL......Page 44
1.4 Morphing Between Two Different Objects......Page 51
1.5 Silhouette Geometry Shaders......Page 62
1.6 GLSL Real-Time Shader Development......Page 70
Section 2 - Rendering Techniques......Page 98
Introduction......Page 99
2.1 Parallax Mapping......Page 101
2.2 Deferred Lighting on PS 3.0 with High Dynamic Range......Page 108
2.3 Reflections from Bumpy Surfaces......Page 117
2.4 Massively Parallel Particle Systems on the GPU......Page 130
2.5 Parallax Occlusion Mapping......Page 145
2.6 Improved Batching via Texture Atlases......Page 165
2.7 A Simulation of Thermal Imaging......Page 178
2.8 Real-Time Texture-Space Skin Rendering......Page 180
2.9 Dot3 Cel Shading......Page 192
2.10 Hardware Accelerated Charcoal Rendering......Page 202
2.11 Detail Texture Motion Blur......Page 212
2.12 Animation and Display of Water......Page 222
2.13 Rendering Semitransparent Layered Media......Page 236
2.14 Hair Rendering and Shading......Page 246
2.15 Reduction of Lighting Calculations Using Spherical Harmonics......Page 258
Section 3 - Software Shaders and Shader Programming Tips......Page 270
Introduction......Page 271
Optimizing Dx9 Vertex Shaders for Software Vertex Processing......Page 272
3.2 Software Shaders and DirectX DLL Implementation......Page 283
3.3 Tactical Path-Finding Using Stochastic Maps on the GPU......Page 316
3.4 FX Composer 1.5 - Standardization......Page 329
Section 4 - Image Space......Page 339
Introduction......Page 340
4.1 A Steerable Streak Filter......Page 342
4.2 Adaptive Glare......Page 350
4.3 Color Grading......Page 357
4.4 Improved Depth-of-Field Rendering......Page 363
4.5 Lighting Precomputation Using the Relighting Map......Page 378
4.6 Shaderey - NPR Style Rendering......Page 392
Section 5 - Shadows......Page 398
Introduction......Page 399
5.1 Poisson Shadow Blur......Page 400
5.2 Fractional-Disk Soft Shadows......Page 407
5.3 Fake Soft Shadows Using Precomputed Visibility Distance Funcitons......Page 421
5.4 Efficient Omnidirectional Shadow Maps......Page 430
Section 6 - 3D Engine Design......Page 444
Introduction......Page 445
6.1 An Extensible Direct3D Resource Management System......Page 446
6.2 Integrating Shaders into the Vision Rendering Enginge......Page 458
6.3 Effect Parameters Manipulation Framework......Page 471
6.4 Shader Visualisazation Systems for the Art Pipeline......Page 479
6.5 Drawing a Crowd......Page 497
Section 7 - Tools......Page 510
7.1 In-Depth Performance Analyses of DX9 Shading......Page 512
7.2 Shaderbreaker......Page 534
7.3 Generating Shaders from HLSL Fragments......Page 543
Section 8 - Environmental Effects......Page 556
Introduciton......Page 557
8.1 Light Shaft Rendering......Page 558
8.2 Rendering Rainbows......Page 574
8.3 A Practical Analytic Model for Daylight with Shaders......Page 582
8.4 Volumetric Clouds......Page 596
Appendix - About the CD-ROM......Page 602
Index......Page 603

ShaderX3 - Advanced Rendering With DirectX and OpenGL

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