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Tips_and_Tricks_with_DirectX_9.pdf下载
资源介绍
Contents
Preface vii
About the Authors ix
Introduction xix
Section I—Geometry Manipulation Tricks 1
Using Vertex Shaders for Geometry Compression 3
Dean Calver
Using Lookup Tables in Vertex Shaders 13
Carsten Wenzel
Terrain Geomorphing in the Vertex Shader 18
Daniel Wagner
3D Planets on the GPU 33
Jesse Laeuchli
Cloth Animation with Pixel and Vertex Shader 3.0 40
Kristof Beets
Collision Shaders 58
Takashi Imagire
Displacement Mapping 73
Tom Forsyth
Section II — Rendering Techniques 87
Rendering Objects as Thick Volumes 89
Greg James
Screen-aligned Particles with Minimal VertexBuffer Locking 107
O’dell Hicks
Hemisphere Lighting with Radiosity Maps 113
Shawn Hargreaves
iii
Galaxy Textures 123
Jesse Laeuchli
Turbulent Sun 127
Jesse Laeuchli
Fragment-level Phong Illumination 131
Emil Persson
Specular Bump Mapping on Pre-ps_1_4 Hardware 149
Matthew Halpin
Voxel Rendering with PS_3_0 161
Aaron Burton
Simulating Blending Operations on Floating-point Render Targets 172
Francesco Carucci
Rendering Volumes in a Vertex & Pixel Program by Ray Tracing 177
Eli Z. Gottlieb
Normal Map Compression 185
Jakub Klarowicz
Drops of Water and Texture Sprites 190
Sylvain Lefebvre
Advanced Water Effects 207
Kurt Pelzer
Efficient Evaluation of Irradiance Environment Maps 226
Peter-Pike J. Sloan
Practical Precomputed Radiance Transfer 232
Peter-Pike J. Sloan
Advanced Sky Dome Rendering 240
Marco Spoerl and Kurt Pelzer
Deferred Shading with Multiple Render Targets 251
Nicolas Thibieroz
Meshuggah’s Effects Explained 270
Carsten Wenzel
Layered Car Paint Shader 293
John Isidoro, Chris Oat, and Natalya Tatarchuk
Motion Blur Using Geometry and Shading Distortion 299
Natalya Tatarchuk, Chris Brennan, Alex Vlachos, and John Isidoro
Contents
iv
Simulation of Iridescence and Translucency on Thin Surfaces 309
Natalya Tatarchuk and Chris Brennan
Floating-point Cube Maps 319
Arkadiusz Waliszewski
Stereoscopic Rendering in Hardware Using Shaders 324
Thomas Rued
Hatching, Stroke Styles, and Pointillism 340
Kevin Buchin and Maike Walther
Layered Fog 348
Guillaume Werle
Dense Matrix Algebra on the GPU 352
Ádám Moravánszky
Section III — Software Shaders and Shader Programming Tips 381
Software Vertex Shader Processing 383
Dean P. Macri
x86 Shaders–ps_2_0 Shaders in Software 396
Nicolas Capens
SoftD3D: A Software-only Implementation of
Microsoft’s Direct3D API 413
Oliver Weichhold
Named Constants in Shader Development 432
Jeffrey Kiel
Section IV — Image Space 437
Advanced Image Processing with DirectX 9 Pixel Shaders 439
Jason L. Mitchell, Marwan Y. Ansari, and Evan Hart
Night Vision: Frame Buffer Post-processing with ps.1.1 Hardware 465
Guillaume Werle
Non-Photorealistic Post-processing Filters in MotoGP 2 469
Shawn Hargreaves
Image Effects with DirectX 9 Pixel Shaders 481
Marwan Y. Ansari
Using Pixel Shaders to Implement a Mosaic Effect Using
Character Glyphs 519
Roger Descheneaux and Maurice Ribble
Contents
v
Mandelbrot Set Rendering 526
Emil Persson
Real-Time Depth of Field Simulation 529
Guennadi Riguer, Natalya Tatarchuk, and John Isidoro
Section V — Shadows 557
Soft Shadows 559
Flavien Brebion
Robust Object ID Shadows 580
Sim Dietrich
Reverse Extruded Shadow Volumes 587
Renaldas Zioma
Section VI — 3D Engine and Tools Design 595
Shader Abstraction 597
Tom Forsyth
Post-Process Fun with Effects Buffers 614
Tom Forsyth
Shaders under Control (Codecreatures Engine) 625
Oliver Hoeller
Shader Integration in the Gamebryo Graphics Engine 631
Scott Sherman, Dan Amerson, Shaun Kime, and Tim Preston
Vertex Shader Compiler 650
David Pangerl
Shader Disassembler 667
Jean-Sebastian Luce
Index 675
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