Preface |
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xi | |
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1 | (20) |
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3 | (9) |
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1.2 Importance of Shadows |
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12 | (3) |
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1.3 Difficulty of Computing Shadows |
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15 | (4) |
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19 | (1) |
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1.5 General Information for the Reader |
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20 | (1) |
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2 Basic Shadow Techniques |
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21 | (54) |
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22 | (9) |
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31 | (13) |
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44 | (4) |
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2.4 Stencil Shadow Volumes |
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48 | (24) |
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72 | (1) |
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73 | (2) |
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75 | (14) |
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3.1 Shadow Mapping as Signal Reconstruction |
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75 | (6) |
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3.2 Initial Sampling Error--Undersampling |
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81 | (6) |
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87 | (2) |
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89 | (50) |
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89 | (4) |
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93 | (17) |
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110 | (13) |
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4.4 Adaptive Partitioning |
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123 | (8) |
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131 | (3) |
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4.6 Shadow-Map Reconstruction |
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134 | (2) |
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4.7 Temporal Reprojection |
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136 | (1) |
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137 | (2) |
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139 | (22) |
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5.1 Filters and Shadow Maps |
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140 | (4) |
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5.2 Applications of Filtering |
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144 | (3) |
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5.3 Precomputing Larger Filter Kernels |
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147 | (13) |
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160 | (1) |
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6 Image-Based Soft-Shadow Methods |
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161 | (48) |
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161 | (5) |
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166 | (6) |
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172 | (2) |
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6.4 Augmenting Hard Shadows with Penumbrae |
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174 | (4) |
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6.5 Blurring Hard-Shadow-Test Results |
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178 | (9) |
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6.6 Filtering Planar Occluder Images |
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187 | (4) |
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6.7 Reconstructing and Back-Projecting Occluders |
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191 | (13) |
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6.8 Using Multiple Depth Maps |
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204 | (2) |
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206 | (3) |
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7 Geometry-Based Soft-Shadow Methods |
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209 | (30) |
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7.1 Plausible Shadows by Generating Outer Penumbra |
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209 | (6) |
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7.2 Inner and Outer Penumbra |
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215 | (2) |
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217 | (8) |
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225 | (9) |
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234 | (2) |
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7.6 Summary of Soft-Shadow Algorithms |
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236 | (3) |
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8 Image-Based Transparency |
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239 | (20) |
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240 | (3) |
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8.2 Approximating the Transmittance Function |
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243 | (15) |
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258 | (1) |
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259 | (10) |
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9.1 Real-Time Single Scattering in Homogeneous Participating Media |
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259 | (2) |
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9.2 Ray Marching a Shadow Map |
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261 | (4) |
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9.3 Shadow-Volume-Based Approaches |
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265 | (3) |
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268 | (1) |
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10 Advanced Shadow Topics |
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269 | (28) |
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10.1 Multicolored Light Sources |
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269 | (5) |
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10.2 Multisample Antialiasing |
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274 | (1) |
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275 | (8) |
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283 | (2) |
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10.5 Environmental Lighting |
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285 | (9) |
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10.6 Precomputed Radiance Transfer |
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294 | (3) |
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297 | (6) |
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297 | (2) |
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11.2 Filtered Hard Shadows |
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299 | (1) |
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299 | (1) |
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300 | (1) |
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301 | (2) |
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A Down the Graphics Pipeline |
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303 | (8) |
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303 | (3) |
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A.2 Per-Fragment Processing--Culling and Blending |
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306 | (1) |
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307 | (1) |
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A.4 Geometry Representation |
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308 | (1) |
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309 | (2) |
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B Brief Guide to Graphics APIs |
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311 | (12) |
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B.1 Transformation Matrices |
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312 | (4) |
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316 | (3) |
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B.3 Framebuffer and Render Targets |
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319 | (1) |
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320 | (1) |
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321 | (2) |
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323 | (6) |
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C.1 Analytical Shading Models |
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323 | (4) |
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C.2 Approximating Incoming Radiance |
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327 | (2) |
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D Fast GPU Filtering Techniques |
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329 | (12) |
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329 | (3) |
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D.2 N-Buffer and Multiscale Map |
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332 | (4) |
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336 | (4) |
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340 | (1) |
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E More For Less: Deferred Shading and Upsampling |
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341 | (10) |
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341 | (2) |
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343 | (6) |
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349 | (2) |
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351 | (2) |
Bibliography |
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353 | (24) |
Index |
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377 | |