Shader X4: Advanced Rendering Techniques

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2006 FrontLine Award Winner. The ShaderX series provides a complete toolbox of cutting-edge advanced graphics hardware and software techniques for all levels of graphics programmers, from novices to graphics gurus. With the increasing pixel shader power of current graphics cards, techniques that were once done on the CPU or simply avoided due to their expense are now possible, and this latest volume of the ShaderX series is filled with articles that provide methods for performing these techniques. The collection ...

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Overview

2006 FrontLine Award Winner. The ShaderX series provides a complete toolbox of cutting-edge advanced graphics hardware and software techniques for all levels of graphics programmers, from novices to graphics gurus. With the increasing pixel shader power of current graphics cards, techniques that were once done on the CPU or simply avoided due to their expense are now possible, and this latest volume of the ShaderX series is filled with articles that provide methods for performing these techniques. The collection covers state-of-the-art, shader rendering techniques that will bring your graphics to a new level of realism. Throughout the book you'll find a plethora of all new, ready-to-use solutions and tools for the many graphics programming challenges you face everyday. These solutions will save valuable programming time, helping to make you more efficient and productive. Throughout the collection youÂ'll find: How to simulate cloth on the GPU; How to use ambient occlusion efficiently in a game environment; Several global illumination approaches suitable for current hardware platforms; How to do real-time caustics on the GPU; Several ways for how to make your shadow penumbra software for shadow volumes and shadow maps; Tips for using the D3DXEffects framework efficiently and how to integrate post processing; Real-time damage system that uses a damage map to store damage data; Snow rendering; Procedural generation of textures; Tricks, tips, and techniques for super shader, a light map precomputation tool that stores radiosity light maps, and a system for debugging and optimizing applications, and much more. This is an indispensable series that should be on ever graphics programmer's bookshelf!

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Product Details

  • ISBN-13: 9781584504252
  • Publisher: Cengage Learning
  • Publication date: 11/20/2005
  • Series: Charles River Media Game Development Series
  • Edition description: BK&CD-ROM
  • Edition number: 1
  • Pages: 640
  • Product dimensions: 7.56 (w) x 9.40 (h) x 1.56 (d)

Meet the Author

Wolfgang is working in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and active in several advisory boards in the industry.

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Table of Contents

About the Editors About the Contributors SECTION 1 GEOMETRY MANIPULATION Introduction 1.1 Better Geometry Batching Using Light Buffers 1.2 Practical Cloth Simulation on Modern GPUs 1.3 Shader Implementation of Discrete Wavelet Transform 1.4 Morph Target Animation Using DirectXMorph. 1.5 Real-Time Character Animation on the GPU 1.6 AntiTextures SECTION 2 RENDERING TECHNIQUES Introduction 2.1 Interlaced Rendering 2.2 Triangle Mesh Tangent Space Calculation 2.3 Hardware-Based Ambient Occlusion 2.4 Ambient Occlusion Fields 2.5 Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach 2.6 Real-Time Obscurances with Color Bleeding 2.7 Bump My Shiny Metal 2.8 Ray-Traced Fog Volumes 2.9 Dynamic Global Illumination Using Tetrahedron Environment Mapping 2.10 Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance 2.11 Dynamic Glossy Environment Reflections Using Summed-Area Tables 2.12 Real-Time Caustics by GPU 2.13 Dot-Product for Efficient Detail Texture Mapping 2.14 Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map 2.15 I3: Interactive Indirect Illumination SECTION 3 IMAGE SPACE Introduction 3.1 Texture Compression with Coefficient Domain Shaders 3.2 Motion Blurring Environment Maps 3.3 Simulating the Visual Effects of a Video Recording System SECTION 4 SHADOWS Introduction 4.1 Soft Projected Shadows 4.2 Eliminate Surface Acne with Gradient Shadow Mapping 4.3 Real-Time Soft Shadows Using the PDSM Technique 4.4 Robust Shadow Mapping with Light-Space Perspective Shadow Maps. 4.5 Making Shadow Buffers Robust Using Multiple Dynamic Frustums SECTION 5 3D ENGINE DESIGN Introduction 5.1 Tips and Tricks for D3DX Effects Based Renderer 5.2 Post-Processing Effects Scripting. 5.3 Case Study: Designing a Shader Subsystem for a Next-Gen Graphics Engine SECTION 6 BEYOND PIXELS AND TRIANGLES Introduction 6.1 Real-Time Damage Deformation Methods 6.2 Ray Tracing Effects without Tracing Rays. 6.3 Implementing Ray Tracing on the GPU 6.4 GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach SECTION 7 ENVIRONMENTAL EFFECTS Introduction 7.1 Winter Wonderland 7.2 Rendering Snow Cover 7.3 Cached Procedural Textures for Terrain Rendering 7.4 True-to-Life Real-Time Animation of Shallow Water on Todays GPUs SECTION 8 TOOLS, TIPS, AND TRICKS Introduction 8.1 The SuperShader 8.2 Implementing Radiosity for a Light Map Precomputation Tool 8.3 Indicator Materials 8.4 Dynamic Branching on Non-PS3.0 Hardware 8.5 GLSL Shader Debugging with GLIntercept 8.6 GPU Performance of DirectX 9 Per-Fragment Operations Revisited ABOUT THE CD-ROM INDEX

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