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GPU Pro 360 Guide to Shadows: Guide to Shadows [Pehme köide]

  • Formaat: Paperback / softback, 230 pages, kõrgus x laius: 235x191 mm, kaal: 520 g
  • Ilmumisaeg: 19-Nov-2018
  • Kirjastus: A K Peters
  • ISBN-10: 0815382472
  • ISBN-13: 9780815382478
Teised raamatud teemal:
  • Formaat: Paperback / softback, 230 pages, kõrgus x laius: 235x191 mm, kaal: 520 g
  • Ilmumisaeg: 19-Nov-2018
  • Kirjastus: A K Peters
  • ISBN-10: 0815382472
  • ISBN-13: 9780815382478
Teised raamatud teemal:
Wolfgang Engels 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
Introduction ix
Web Materials xiii
1 Fast Conventional Shadow Filtering
1(32)
Holger Gruen
1.1 Overview
1(1)
1.2 Introduction
1(1)
1.3 Uniform Shadow Filtering
2(4)
1.4 Separable Shadow Filters
6(8)
1.5 Nonseparable Unique Weights per PCF Result
14(2)
1.6 Advanced Shadow Filtering Techniques
16(15)
Bibliography
31(2)
2 Hybrid Min/Max Plane-Based Shadow Maps
33(8)
Holger Gruen
2.1 Overview
33(1)
2.2 Introduction
33(1)
2.3 Construction of an HPSM
34(5)
2.4 Using an HPSM
39(1)
2.5 Other Uses for the HPSM
40(1)
Bibliography
40(1)
3 Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping
41(22)
Hung-Chien Liao
3.1 Shadow Mapping
41(1)
3.2 Tetrahedron Shadow Mapping
41(9)
3.3 Optimization
50(1)
3.4 Lookup Map
51(5)
3.5 Conclusion
56(5)
Bibliography
61(2)
4 Screen Space Soft Shadows
63(16)
Jesus Gumbau
Miguel Chover
Mateu Sbert
4.1 Introduction
63(2)
4.2 Previous Work
65(1)
4.3 Screen Space Soft Shadows
66(5)
4.4 Results
71(3)
4.5 Conclusion
74(2)
Bibliography
76(3)
5 Variance Shadow Maps Light-Bleeding Reduction Tricks
79(8)
Wojciech Sterna
5.1 Introduction
79(1)
5.2 VSM Overview
79(2)
5.3 Light-Bleeding
81(1)
5.4 Solutions to the Problem
82(3)
5.5 Sample Application
85(1)
5.6 Conclusion
85(1)
Bibliography
86(1)
6 Fast Soft Shadows via Adaptive Shadow Maps
87(10)
Pavlo Turchyn
6.1 Percentage-Closer Filtering with Large Kernels
87(3)
6.2 Application to Adaptive Shadow Maps
90(3)
6.3 Soft Shadows with Variable Penumbra Size
93(2)
6.4 Results
95(1)
Bibliography
96(1)
7 Adaptive Volumetric Shadow Maps
97(18)
Marco Salvi
Kiril Vidimce
Andrew Lauritzen
Aaron Lefohn
Matt Pharr
7.1 Introduction and Previous Approaches
97(2)
7.2 Algorithm and Implementation
99(7)
7.3 Comparisons
106(5)
7.4 Conclusions and Future Work
111(1)
7.5 Acknowledgments
112(1)
Bibliography
113(2)
8 Fast Soft Shadows with Temporal Coherence
115(14)
Daniel Scherzer
Michael Schwarzler
Oliver Mattausch
8.1 Introduction
115(1)
8.2 Algorithm
116(8)
8.3 Comparison and Results
124(2)
Bibliography
126(3)
9 Mipmapped Screen-Space Soft Shadows
129(18)
Alberto Aguado
Eugenia Montiel
9.1 Introduction and Previous Work
129(2)
9.2 Penumbra Width
131(1)
9.3 Screen-Space Filter
132(3)
9.4 Filtering Shadows
135(2)
9.5 Mipmap Level Selection
137(3)
9.6 Multiple Occlusions
140(3)
9.7 Discussion
143(1)
Bibliography
144(3)
10 Efficient Online Visibility for Shadow Maps
147(10)
Oliver Mattausch
Jiri Bittner
Ari Silvennoinen
Daniel Scherzer
Michael Wimmer
10.1 Introduction
147(1)
10.2 Algorithm Overview
148(2)
10.3 Detailed Description
150(2)
10.4 Optimization: Shadow-Map Focusing
152(1)
10.5 Results
153(2)
10.6 Conclusion
155(1)
10.7 Acknowledgments
155(1)
Bibliography
155(2)
11 Depth Rejected Gobo Shadows
157(6)
John White
11.1 Introduction
157(1)
11.2 Basic Gobo Shadows
157(2)
11.3 Depth Rejected Gobo Shadows
159(2)
11.4 Extensions
161(1)
11.5 Failure Case
162(1)
Bibliography
162(1)
12 Real-Time Deep Shadow Maps
163(12)
Rene Furst
Oliver Mattausch
Daniel Scherzer
12.1 Introduction
163(2)
12.2 Transmittance Function
165(1)
12.3 Algorithm
165(7)
12.4 Results
172(1)
12.5 Conclusions
173(1)
12.6 Acknowledgments
174(1)
Bibliography
174(1)
13 Practical Screen-Space Soft Shadows
175(18)
Marton Tamas
Viktor Heisenberger
13.1 Introduction
175(1)
13.2 Overview
175(1)
13.3 History
176(2)
13.4 Algorithm Overview
178(1)
13.5 Shadow Map Rendering Pass
179(1)
13.6 Introducing Layers and Light Assignment
179(3)
13.7 Layered Penumbra Map Pass
182(2)
13.8 Anisotropic Gaussian Blur Pass
184(2)
13.9 Lighting Pass
186(1)
13.10 Performance Considerations
187(1)
13.11 Results
187(1)
13.12 Quality Tests
188(1)
13.13 Performance Analysis
188(2)
13.14 Conclusion
190(1)
Bibliography
190(3)
14 Tile-Based Omnidirectional Shadows
193(26)
Hawar Doghramachi
14.1 Introduction
193(1)
14.2 Overview
194(1)
14.3 Implementation
195(15)
14.4 Results
210(4)
14.5 Discussion
214(2)
14.6 Conclusion
216(1)
14.7 Acknowledgments
216(1)
Bibliography
216(3)
15 Shadow Map Silhouette Revectorization
219(8)
Vladimir Bondarev
15.1 Introduction
219(1)
15.2 Implementation
220(2)
15.3 Results
222(2)
15.4 Future Work
224(1)
15.5 Conclusion
224(1)
Bibliography
225(2)
About the Contributors 227
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries.  Previously he worked in Rockstar's core technology group as the lead graphics programmer.