Cover; Half Title; Title; Copyright; Contents; Introduction; Web Materials; Chapter 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination Chris Wyman, Greg Nichols, and Jeremy Shopf; 1.1 Introduction; 1.2 Quick Review: Instant Radiosity; 1.3 Quick Review: Re ective Shadow Maps; 1.4 Multiresolution Splatting; 1.5 Fast Stencil-Based Multiresolution Splatting; 1.6 Results and Analysis; 1.7 Conclusion; 1.8 Demo and Source; Bibliography; Chapter 2 Screen-Space Directional Occlusion Thorsten Grosch and Tobias Ritschel; 2.1 Introduction; 2.2 Screen-Space Ambient Occlusion
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2.3 Screen-Space Directional Occlusion2.4 Interleaved Sampling; 2.5 Discussion; 2.6 Conclusion; Bibliography; Chapter 3 Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors Pe ter Dancsik and La szl o Sze csi; 3.1 Introduction; 3.2 Geometry Impostors; 3.3 Intersection Computation with an Environment Distance Impostor; 3.4 Ray-Object Intersection Using Distance Impostors; 3.5 Ray-Object Intersection Using Height Maps; 3.6 Tracing Multiple Refractions within a Single Object; 3.7 Multiple Ray Bounces with Object Impostors Only
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3.8 Multiple Ray Bounces with Environment Distance Impostors Only3.9 Combination of Environment and Object Impostors; 3.10 Caustics and Shadows; 3.11 Example Application: Glass Chess; 3.12 Example Application: Alien Pool; 3.13 Conclusion; Bibliography; Chapter 4 Temporal Screen-Space Ambient Occlusion Oliver Mattausch, Daniel Scherzer, and Michael Wimmer; 4.1 Introduction; 4.2 Ambient Occlusion; 4.3 Reverse Reprojection; 4.4 Our Algorithm; 4.5 SSAO Implementation; 4.6 Results; 4.7 Discussion and Limitations; 4.8 Conclusions; Bibliography
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6.5 Phase 3: Computing the Blocked Portion of Indirect Light6.6 Future Work; Bibliography; Chapter 7 Real-Time Approximation of Light Transport in Translucent Homogenous Media Colin Barr e-Brisebois and Marc Bouchard; 7.1 Introduction; 7.2 In Search of Translucency; 7.3 The Technique: The Way out Is Through; 7.4 Performance; 7.5 Discussion; 7.6 Conclusion; 7.7 Demo; 7.8 Acknowledgments; Bibliography; Chapter 8 Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher; 8.1 Introduction; 8.2 Overview
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Chapter 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping Ralf Habel, Anders Nilsson, and Michael Wimmer5.1 Introduction; 5.2 Calculating Directional Irradiance; 5.3 H-Basis; 5.4 Implementation; 5.5 Results; 5.6 Conclusion; 5.7 Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase; Bibliography; Chapter 6 Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing Holger Gruen; 6.1 Overview; 6.2 Introduction; 6.3 Phase 1: Computing Indirect Illumination without Indirect Shadows; 6.4 Phase 2: Constructing a 3D Grid of Blockers
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SUMMARY OR ABSTRACT
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Wolfgang Engel's GPU Pro 360 Guide to Lighting gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology on lighting. This volume is complete with 24 articles by leading programmers that describes rendering techniques of global illumination effects suited for direct rendering applications in real time. GPU Pro 360 Guide to Lighting 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 and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges
ACQUISITION INFORMATION NOTE
Source for Acquisition/Subscription Address
Ingram Content Group
Stock Number
9781351201216
OTHER EDITION IN ANOTHER MEDIUM
Title
GPU Pro 360 Guide to Lighting.
International Standard Book Number
9780815385530
TOPICAL NAME USED AS SUBJECT
Computer graphics.
Graphics processing units-- Programming.
Light-- Computer simulation.
Computer graphics.
COMPUTERS-- Computer Graphics-- Game Programming & Design.