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gpu-pro-360-guide-Rendering2018下载
资源介绍
Quadtree Displacement Mapping with Height Blending
Michal Drobot
Overview
Introduction
Overview of Ray-Tracing Algorithms
Quadtree Displacement Mapping
Self-Shadowing
Ambient Occlusion
Surface Blending
General Advice
Conclusion
Bibliography
NPR Effects Using the Geometry Shader
Pedro Hermosilla and Pere-Pau Vazquez
Introduction
Previous Work
Silhouette Rendering
Pencil Rendering
Acknowledgments
Bibliography
Alpha Blending as a Post-Process
Benjamin Hathaway
Introduction
The Alternatives
The Source Artwork
Initial Attempts
The Screen-Space Alpha Mask
3.6
3.7
3.8
3.9
3.10
3.11
4
4.1
4.3
4.4
4.5
4.6
5
5.1
5.2
5.3
5.4
5.5
5.6
5.7
5.8
5.9
6
6.1
6.2
6.3
6.4
6.5
6.6
Alpha Reference Issues
Rendering Pipeline Integration
Conclusion
Demo
Acknowledgments
Source Code
Bibliography
Virtual Texture Mapping 101
Matth¨aus G. Chajdas, Christian Eisenacher, Marc Stamminger and
Sylvain Lefebvre
Introduction
Implementation Details
Conclusion
Shader Code
Acknowledgments
Bibliography
Pre-Integrated Skin Shading
Eric Penner and George Borshukov
Introduction
Background and Previous Work
Pre-Integrating the Effects of Scattering
Scattering and Diffuse Light
Scattering and Normal Maps
Shadow Scattering
Conclusion and Future Work
Appendix A: Lookup Textures
Appendix B: Simplified Skin Shader
Bibliography
Implementing Fur Using Deferred Shading
Donald Revie
Deferred Rendering
Fur
Techniques
Fur Implementation Details
Conclusion
Acknowledgments
7
7.1
7.4
7.5
7.6
7.7
7.8
8
8.1
8.2
8.3
8.4
8.5
8.6
8.7
8.8
9
9.1
9.2
9.3
10
10.1
10.2
10.3
10.4
10.5
Bibliography
Large-Scale Terrain Rendering for Outdoor Games
Ferenc Pint´er
Introduction
Content Creation and Editing
Runtime Shading
Performance
Possible Extensions
Acknowledgments
Bibliography
Practical Morphological Antialiasing
Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro
and Diego Gutierrez
Overview
Detecting Edges
Obtaining Blending Weights
Blending with the Four-Neighborhood
Results
Discussion
Conclusion
Acknowledgments
Bibliography
Volume Decals
Emil Persson
Introduction
Decals as Volumes
Conclusions
Bibliography
Practical Elliptical Texture Filtering on the GPU
Pavlos Mavridis and Georgios Papaioannou
Introduction
Elliptical Filtering
Elliptical Footprint Approximation
Results
Conclusions
10.6
11
11.1
11.2
11.3
11.4
11.5
11.6
11.7
11.8
12
12.1
12.2
12.3
12.4
12.5
13
13.1
13.2
13.3
13.4
13.5
13.6
14
14.1
14.2
Acknowledgments
Bibliography
An Approximation to the Chapman Grazing-Incidence Function for
Atmospheric Scattering
Christian Schuler
Introduction
Atmospheric Scattering
The Chapman Function
Towards a Real-Time Approximation
Implementation
Putting the Chapman Function to Use
Conclusion
Appendix
Bibliography
Volumetric Real-Time Water and Foam Rendering
Daniel Scherzer, Florian Bagar and Oliver Mattausch
Introduction
Simulation
Rendering
Artist Control
Conclusion
Bibliography
Inexpensive Antialiasing of Simple Objects
Mikkel Gj0l and Mark Gj0l
Introduction
Antialiasing via Smoothed Lines
Rendering Lines
Discussion
Conclusion
Acknowledgments
Bibliography
Practical Planar Reflections Using Cubemaps and Image Proxies
Sebastien Lagarde and Antoine Zanuttini
Introduction
Generating Reflection Textures
14.3
14.4
14.5
15
15.1
15.2
15.3
15.4
15.5
15.6
15.7
15.8
15.9
16
16.1
16.2
16.3
16.4
16.5
16.6
17
17.1
17.2
17.3
17.4
17.5
17.6
17.7
17.8
Using Reflection Textures
Conclusion and Future Work
Acknowledgments
Bibliography
Real-Time Ptex and Vector Displacement
Karl Hillesland
Introduction
Packed Ptex
Runtime Implementation
Adding Displacement
Performance Costs
Memory Costs
Alternatives and Future Work
Conclusion
Acknowledgments
Bibliography
Decoupled Deferred Shading on the GPU
Gabor Liktor and Carsten Dachsbacher
Introduction
Decoupled Sampling in a Rasterization Pipeline
Shading Reuse for Deferred Shading
Implementation
Results
Acknowledgments
Bibliography
Tiled Forward Shading
Markus Billeter, Ola Olsson and Ulf Assarsson
Introduction
Recap: Forward, Deferred, and Tiled Shading
Tiled Forward Shading: Why?
Basic Tiled Forward Shading
Supporting Transparency
Support for MSAA
Supporting Different Shaders
Conclusion and Further Improvements
Bibliography
18
18.1
18.2
18.3
18.4
18.5
18.6
18.7
18.8
19
19.1
19.1
19.3
19.5
19.6
19.7
19.8
20
20.1
20.2
20.3
20.4
20.5
20.6
21
21.1
21.2
21.4
21.5
Forward+: A Step Toward Film-Style Shading in Real Time
Takahiro Harada, Jay McKee and Jason C. Yang
Introduction
Forward+
Implementation and Optimization
Results
Forward+ in the AMD Leo Demo
Extensions
Conclusion
Acknowledgments
Bibliography
Progressive Screen-Space Multichannel Surface Voxelization
Athanasios Gaitatzes and Georgios Papaioannou
Introduction
Overview of Voxelization Method
Progressive Voxelization for Lighting
Performance and Evaluation
Limitations
Conclusion
Acknowledgments
Bibliography
Rasterized Voxel-Based Dynamic Global Illumination
Hawar Doghramachi
Introduction
Overview
Implementation
Handling Large Environments
Results
Conclusion
Bibliography
Per-Pixel Lists for Single Pass A-Buffer
Sylvain Lefebvre, Samuel Hornus and Anass Lasram
Introduction
Linked Lists with Pointers (Lin-alloc)
Post-sort and Pre-sort
Memory Management
21.6
21.7
21.8
21.9
22
22.1
22.2
22.3
22.4
22.5
23
23.1
23.2
23.3
23.4
23.5
23.6
24
24.1
24.2
24.3
24.4
24.5
24.6
24.7
24.8
24.9
25
Implementation
Experimental Comparisons
Conclusion
Acknowledgments
Bibliography
Reducing Texture Memory Usage by 2-Channel Color Encoding
Krzysztof Kluczek
Introduction
Texture Encoding Algorithm
Decoding Algorithm
Encoded Image Quality
Conclusion
Bibliography
Particle-Based Simulation of Material Aging
Tobias Gunther, Kai Rohmer and Thorsten Grosch
Introduction
Overview
Simulation
Preview Rendering
Results
Conclusions
Bibliography
Simple Rasterization-Based Liquids
Martin Guay
Overview
Introduction
Simple Liquid Model
Splatting
Grid Pass
Particle Update
Rigid Obstacles
Examples
Conclusion
Bibliography
Next-Generation Rendering in Thief
25.1
25.2
25.3
25.4
25.5
25.5.3
25.6
25.7
26
26.1
26.2
26.3
26.4
27
27.1
27.2
27.3
27.4
27.5
27.6
27.7
27.8
27.9
27.10
28
28.1
28.2
Peter Sikachev, Samuel Delmont, Uriel Doyon and Jean-Normand
Bucci
Introduction
Reflections
Contact-Hardening Shadows
Lit Particles
Compute-Shader-Based Postprocessing
Results
Conclusion
Acknowledgments
Bibliography
Grass Rendering and Simulation with LOD
Dongsoo Han and Hongwei Li
Introduction
Render Grass Blades
Simulation
Conclusion
Bibliography
Hybrid Reconstruction Antialiasing
Michal Drobot
Introduction
Overview
Related Work
Hybrid Antialiasing Overview
Temporally Stable Edge Antialiasing
Temporal Super-Sampling
Temporal Antialiasing (TAA)
Final Implementation
Results Discussion
Conclusion
Bibliography
Real-Time Rendering of Physically Based Clouds Using Precomputed
Scattering
Egor Yusov
Introduction
Light Transport Theory
28.3
28.4
28.5
28.6
28.7
29
29.1
29.2
29.3
29.4
29.5
29.6
30
30.1
30.2
30.3
30.4
30.5
31
31.1
31.2
31.3
31.4
31.5
32
32.1
Precomputed Solutions
Volume-Aware Blending
Implementation
Results and Discussion
Conclusion
Bibliography
Sparse Procedural Volume Rendering
Doug McNabb
Introduction
Overview of Current Techniques
Overview
Metavoxels
Algorithm
Conclusion
Bibliography
Adaptive Virtual Textures
Ka Chen
Introduction
Procedural Virtual Textures Basics
Adaptive Virtual Textures
Virtual Texture Best Practices
Conclusion
Bibliography
Deferred Coarse Pixel Shading
Rahul P. Sathe and Tomasz Janczak
Overview
Introduction and Background
Algorithm
Performance
Conclusion
Bibliography
Progressive Rendering Using Multi-frame Sampling
Daniel Limberger, Karsten Tausche, Johannes Linke and Jürgen
Döllner
Introduction
32.2
32.3
32.4
32.5
Approach
Multi-frame Rendering Techniques
Conclusion and Future Work
Bibliography
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