ShaderX5: Advanced Rendering Techniques
β Scribed by Wolfgang Engel
- Publisher
- Charles River Media
- Year
- 2006
- Tongue
- English
- Leaves
- 624
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
ΠΡΠΈΠΌΠ΅ΡΠ°Π½ΠΈΠ΅: ΠΠΌΠ΅ΡΡΠ΅ Ρ ΠΊΠ½ΠΈΠ³ΠΎΠΉ ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅ΡΡΡ Π΄ΠΈΡΠΊ
The collection is broken into nine comprehensive sections. The geometry section covers improved N-Patches, how to generate dynamic wrinkles on animated meshes and much more. In the rendering section you?ll discover how to generate a tangent space ordinate system in the pixel shader, how to setup an area light for games, and a variety of other techniques. Practical and useful multi-frustum shadow maps like Cascaded Shadow Maps and Queried Virtual Shadow maps are covered in the shadow section. The environmental techniques section features the beautiful volume particle approaches: Rain and Godrays under water. The global illumination section covers techniques that should work in next-gen games. The new mobile section lays out the basics of shader driven next-gen mobile development and some advanced effects tailored to the devices. Many shader-relevant engine design decisions are covered in the 3D Engine Design section. It also deals with post-processing effects, how to design shader plugins, and how to bind shader data. The Beyond Pixels and Triangles section covers a printf for the pixel shader, random number generator on the GPU, and many more.
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