GPU Pro 360 Guide to Shadows

GPU Pro 360 Guide to Shadows

Guide to Shadows

Engel, Wolfgang

Taylor & Francis Inc

12/2018

230

Dura

Inglês

9780815382485

15 a 20 dias

680

Descrição não disponível.
Ch 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination; Ch 2 Screen-Space Directional Occlusion; Ch 3 Real-Time Multi-Bounce Ray Tracing with Geometry Imposters; Ch 4 Temporal Screen-Space Ambienty Occlusion; Ch 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping; Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows; Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous Media; Ch 8 Difuse Global Illumination with Temporally Coherent Light Propagation Volumes; Ch 9Ray Traced Approximate Reflectio Using a Grid of Oriented Splats; Ch 10 Screen-Space Bent Cones; Ch 11 Real-Time Near-Field Global Illumination Based on a Voxel Model; Ch 12Physically-Based Area Lights; Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart Scattering; Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX: Advanced Real-Time Hair Rendering; Ch 16 Wire Antialiassing; Ch 17 Real-Time Lighting via Light Limked List; Ch 18 Deferred Normalized Irradian c e Probes; Ch 19 Volumetric Fog andfd Lighting; Ch 20 Physically-Based Light Probe Generation on GPU; Ch 21 Real-Time Global Illumination Using Slices; Ch 22Clustered Shading: ASssigning Lights Using Conservative Rasterization in DirectX12; Ch 23 Fine Pruned Tiled Lights List; Ch 24 Deferred Attribute Interpolation Shading; Real-Time Volumetric Cloudscapes.
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Shadow Map;computer gaphics;Shadow Map Depth;games;Shadow Test;rendering;Variance Shadow Maps;GPU;Shadow Map Texel;lighting;Soft Shadows;shading;Standard Shadow Map;Holger Gruen;Cascaded Shadow Maps;Hung-Chien Liao;Pixel Shader;Jesus Gumbau;Shadow Map Samples;Miguel Chover;Shadow Volumes;Mateu Sbert;Single Shadow Map;Wojciech Sterna;DSM;Pavlo Turchyn;Compute Shaders;Marco Salvi;Shadow Mapping Algorithm;Kiril Vidim;Shadow Buffer;Andrew Lauritzen;Stencil Buffer;Aaron Lefohn;Penumbra Size;Matt Pharr;Percentage Closest Filtering;Daniel Scherzer;Depth Buffer;Michael Schwaerzler;Shadow Map Pixels;Oliver Mattausch;Shadow Mapping Technique;Alberto Aguado;Shadow Receiver;Eugenia Montiel;View Frustum;Jiri Bittner;Mipmap Level;Ari Silvennoinen;Michael Wimmer;John White;Rene Fuerst;Viktor Heisenberger;Hawar Doghramachi;Vladimir Bondarev