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Foreword

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Table of Contents

Section 1 – Introduction and Geometry Manipulation (Dean Calver)
1.1 Accessing and modifying topology on the GPU by Dean Calver
1.2 Rendering of Complex Formulas by Christian Kleinhuis
1.3 Deforming of Mesh Objects using HLSL by Christian Kleinhuis
1.4 Morphing between two different Objects by Ronny Burkersroda
1.5 Silhouette Geometry Shaders by Jörn Loviscach
1.6 GLSL Real-time Shader Development by Natalya Tatarchuk, Bill Licea-Kane

Section 2 - Rendering Techniques (Nicolas Thibieroz)
2.1 Parallax Mapping by Terry Welsh
2.2 Deferred Lighting on PS 3.0 with High Dynamic Range by Dean Calver
2.3 Reflections from Bumpy Surfaces by Henning Mortveit
2.4 Massively Parallel Particle Systems on the GPU by Lutz Latta
2.5 Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing by Zoe Brawley, Natalya Tatarchuk
2.6 Improved Batching Via Texture Atlases by Matthias Wloka
2.7 A Simulation of Thermal Imaging by O'dell Hicks
2.8 Real-Time Texture-Space Skin Rendering by David Gosselin, Pedro V. Sander, Jason L. Mitchell
2.9 Dot3 Cel Shading by Ron Barbosa
2.10 Hardware Accelerated Charcoal Rendering by Markus Nuebel
2.11 Detail Texture Motion Blur by Shawn Hargreaves
2.12 Animation and display of water by Stefano Lanza
2.13 Rendering Semitransparent Layered Media by Chris Oat
2.14 Hair Rendering and Shading by Thorsten Scheuermann
2.15 Reduction of lighting calculations using Spherical Harmonics by Vlad Stamate

Section 3 - Software Shaders and Shader Programming Tips (Dean Macri)
3.1 Optimizing Dx9 Vertex Shaders for Software Vertex Processing by Kent F. Knox
3.2 Software Shaders and DirectX DLL Implementation by Nicolas Capens
3.3 Tactical Path-Finding using Stochastic Maps on the GPU by Khanh Phong Ly
3.4 FX Composer 1.5 – Standardization by Chris Maughan, Daniel Horowitz

Section 4 - Image Space (Jason L. Mitchell)
4.1 A Steerable Streak Filter by Chris Oat
4.2 Adaptive Glare by Tiago Sousa
4.3 Color Grading by Ronny Burkersroda
4.4 Improved Depth of Field Rendering by Thorsten Scheuermann, Natalya Tatarchuk
4.5 Lighting Precomputation Using the Relighting Map by Tien-Tsin Wong, Chi-Sing Leung, Kwok-Hung Choy
4.6 Shaderey – NPR Style Rendering by Aras Pranckevičius

Section 5 - Shadows (Eric Haines)
5.1 Poisson Shadow Blur by Jason Mitchell
5.2 Fractional-Disk Soft Shadows by Michal Valient, Willem H. de Boer
5.3 Fake Soft Shadows Using Precomputed Visibility Distance Functions by Aras Pranckevičius
5.4 Efficient Omnidirectional Shadow Maps by Gary King, William Newhall

Section 6 - 3D Engine Design (Tom Forsyth)
6.1 An Extensible Direct3D Resource Management System by Wessam Bahnassi
6.2 Integrating Shaders into the Vision Rendering Engine by Dag Frommhold, Florian Born
6.3 Effect Parameters Manipulation Framework by Wessam Bahnassi
6.4 Shader Visualization Systems for The Art Pipeline by Homam Bahnassi, Wessam Bahnassi
6.5 Drawing a Crowd by David Gosselin, Pedro V. Sander and Jason L. Mitchell

Section 7 -Tools Environmental Effects (Willem H. de Boer )
7.1 In-Depth Performance Analyses of DirectX9 Shading Hardware concerning Pixel Shader and Texture Performance by Joachim Diepstraten, Mike Eißele
7.2 Shaderbreaker by Magnus Österlind
7.3 Generating Shaders From HLSL Fragments by Shawn Hargreaves

Section 8 - Environmental Effects (Willem H. de Boer )
8.1 Light Shaft Rendering by Jason Mitchell
8.2 Rendering Rainbows by Clint Brewer
8.3 A Practical Analytic Model for Daylight with Shaders by Marco Spoerl
8.4 Volumetric Clouds by Jesse Laeuchli

About the CD-ROM

Logo: 2001-2003 Javier Izquierdo, Lanzarote, Spain
Content: 2001 - 2003 Wolfgang Engel, Frankenthal, Germany