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· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 그래픽
· ISBN : 9781466567436
· 쪽수 : 384쪽
· 출판일 : 2013-04-26
목차
Geometry Manipulation
GPU Terrain Subdivision and Tessellation
Benjamin Mistal
Introducing the Programmable Vertex Pulling Rendering Pipeline
Christophe Riccio and Sean Lilley
A WebGL Globe Rendering Pipeline
Patrick Cozzi and Daniel Bagnell
Rendering
Christopher Oat and Carsten Dachsbacher, editors
Practical Planar Reflections using Cubemaps and Image Proxies
Sebastien Lagarde and Antoine Zanuttini
Real-Time Ptex and Vector Displacement
Karl Hillesland
Decoupled Deferred Shading on the GPU
Gabor Liktor and Carsten Dachsbacher
Tiled Forward Shading
Markus Billeter, Ola Olsson, and Ulf Assarsson
Forward+: A Step Toward Film-Style Shading in Real Time
Takahiro Harada, Jay McKee, and Jason C. Yang
Progressive Screen-Space Multi-Channel Surface Voxelization
Athanasios Gaitatzes and Georgios Papaioannou
Rasterized Voxel-Based Dynamic Global Illumination
Hawar Doghramachi
Image Space
Michal Valient, editor
The `Skylands' Depth-of-Field Shader
Michael Bukowski, Padraic Hennessy, Brian Osman, and Morgan McGuire
Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods
David C. Schedl and Michael Wimmer
Second-Depth Anti-Aliasing
Emil Persson
Practical Frame Buffer Compression
Pavlos Mavridis and Georgios Papaioannou
Coherence-Enhancing Filtering on the GPU
Jan Eric Kyprianidis and Henry Kang
Shadows
Wolfgang Engel, editor
Real-Time Deep Shadow Maps
Rene Furst, Oliver Mattausch, and Daniel Scherzer
Game Engine Design
Wessam Bahnassi, editor
An Aspect-Based Engine Architecture
Donald Review
Kinect Programming with Direct3D 11
Jason Zink
A Pipeline for Authored Structural Damage
Homam Bahnassi and Wessam Bahnassi
GPGPU
Sebastien St-Laurent, editor
Bit-Trail Traversal for Stackless LBVH on DirectCompute
Sergio Murguia, Francisco Avila, Leo Reyes, and Arturo Garcia
Real-Time JPEG Compression using DirectCompute
Stefan Petersson