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· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 그래픽
· ISBN : 9781482208634
· 쪽수 : 522쪽
· 출판일 : 2014-05-20
목차
Rendering
Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus, and Anass Lasram
Reducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek
Particle-Based Simulation of Material Aging Tobias Gunther, Kai Rohmer, and Thorsten Grosch
Simple Rasterization-Based Liquids Martin Guay
Lighting and Shading
Physically Based Area Lights Micha Drobot
High Performance Outdoor Light Scattering using Epipolar Sampling Egor Yusov
Volumetric Light Effects in Killzone Shadow Fall Nathan Vos
Hi-Z Screen-Space Cone-Traced Reflections Yasin Uludag
TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix
Wire Anti-Aliasing Emil Persson
Image Space
Screen Space Grass David Pangerl
Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists Joao Raza and Gustavo Nunes
Bokeh Effects on the SPU Serge Bernier
Mobile Devices
Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox
Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith
Bandwidth Efficient Graphics with ARM® Mali. GPUs Marius Bjørge
Efficient Morph Target Animation using OpenGL ES 3.0 James Lewis Jones
Tiled Deferred Blending Ramses Ladlani
Adaptive Scalable Texture Compression Stacy Smith
Optimizing OpenCL. Kernels for the ARM® Mali.-T600 GPUs Johan Gronqvist and Anton Lokhmotov
3D Engine Design
Quaternions Revisited Peter Sikachev, Vladimir Egorov, and Sergey Makeev
glTF: Designing an Open-Standard Runtime Asset Format Fabrice Robinet, Remi Arnaud, Tony Parisi, and Patrick Cozzi
Managing Transformations in Hierarchy Bartosz Chodorowski and Wojciech Sterna
Compute
Hair Simulation in TressFX Dongsoo Han
Object-Order Ray Tracing for Fully Dynamic Scenes Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher
Quadtrees on the GPU Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin
Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Takahiro Harada
Non-Separable 2D, 3D, and 4D Filtering with CUDA Anders Eklund and Paul Dufort