Home    General Programming    Artificial Intelligence    Math    Physics    Graphics    Networking    Audio Programming   
Audio/Visual Design    Game Design    Production    Business of Games    Game Studies    Conferences    Schools    Contact   
Home
General Programming
Artificial Intelligence
Mathematics
Physics
Graphics
Networking
Audio Programming
Audio/Visual Design
Game Design
Production
Business of Games
Game Studies
Conferences
Schools
Contact
Game Programming Gems
Game Programming Gems 2
Game Programming Gems 3
Game Programming Gems 4
Game Programming Gems 5
Game Programming Gems 6
Game Programming Gems 7
AI Game Programming Wisdom
AI Game Programming Wisdom 2
AI Game Programming Wisdom 3
AI Game Programming Wisdom 4
GPU Gems
2004

GPU Gems 2
2005

GPU Gems 3
2007

ShaderX
2002

ShaderX2
2003

ShaderX3
2004

ShaderX4
2006

ShaderX5
2006

ShaderX6
2008

ShaderX7
2009

GPU Pro
2010

GPU Pro 2
2011

GPU Pro 3
2012

Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
GDC Proceedings
Game Developer Magazine
Gamasutra


ShaderX5: Advanced Rendering Techniques

48 Articles, Edited by Wolfgang Engel.

Survey of Lowest Known Online Prices
$37.77 (37% off) Amazon.com Note: Free shipping
$52.75 (12% off) BooksAMillion.com
$59.95 (0% off) BarnesAndNoble.com


Geometry Manipulation

Smoothed N-Patches

Holger Gruen
ShaderX5

Micro-beveled Edges

Homam Bahnassi and Wessam Bahnassi
ShaderX5

Dynamic Wrinkle Patterns and Hatching on Animated Meshes

Jörn Loviscach
ShaderX5

Cloth without Cloth

Homam Bahnassi and Wessam Bahnassi
ShaderX5




Rendering Techniques

A Simple Area Light Model for GPUs

Aick in der Au
ShaderX5

Alpha-to-Coverage in Depth

Kevin Myers
ShaderX5

Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering

Natalya Tatarchuk
ShaderX5

Preprocessing of Complex, Static Scenes for Fast Real-time Graphics

Max Dennis Luesebrink and Kurt Pelzer
ShaderX5

Overcoming Deferred Shading Drawbacks

Frank Puig Placeres
ShaderX5

Normal Mapping without Precomputed Tangents

Christian Schüler
ShaderX5

Animating Vegetation Using GPU Programs

Ali Botorabi
ShaderX5

ZT-Buffer Algorithm

David Pangerl
ShaderX5




Image Space

Real-time Depth-of-Field Implemented with a Postprocessing-Only Technique

David Gillham
ShaderX5

Selective Supersampling

Emil Persson
ShaderX5

Jump Flooding: An Efficient and Effective Communication Pattern for Use on GPUs

Guodong Rong and Tiow-Seng Tan
ShaderX5




Shadows

Cascaded Shadow Maps

Wolfgang Engel
ShaderX5

Multisampling Extension for Gradient Shadow Maps

Christian Schüler
ShaderX5

Alias-Free Hard Shadows with Geometry Maps

László Szécsi
ShaderX5

Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping

John R. Isidoro
ShaderX5

Queried Virtual Shadow Maps

Markus Giegl and Michael Wimmer
ShaderX5

Real-time Soft Shadows with Shadow Accumulation

László Szirmay-Kalos and Barnabás Aszódi
ShaderX5




Environmental Effects

Spherical Billboards for Rendering Volumetric Data

Tamás Umenhoffer, László Szirmay-Kalos and Gábor Szíjártó
ShaderX5

Per-Pixel Lit, Light Scattering Smoke

Aurelio Reis
ShaderX5

Volumetric Clouds and Mega-Particles

Homam Bahnassi and Wessam Bahnassi
ShaderX5

Rendering Multiple Layers of Rain with a Postprocessing Composite Effect

Natalya Tatarchuk
ShaderX5

Animation and Rendering of Underwater God Rays

Stefano Lanza
ShaderX5




Global Illumination Effects

Irradiance Volumes for Real-time Rendering

Chris Oat
ShaderX5

Indirect Diffuse and Glossy Illumination on the GPU

István Lazányi and László Szirmay-Kalos
ShaderX5

Interactive Refractions and Caustics Using Image-Space Techniques

Chris Wyman
ShaderX5

Splatting of Diffuse and Glossy Indirect Illumination

Carsten Dachsbacher and Marc Stamminger
ShaderX5




Mobile Devices Section

OpenGL ES 2.0: Shaders for Mobile Devices

Kristof Beets
ShaderX5

Developing a 3D Engine for OpenGL ES v2.0 and OpenGL v2.0

Dan Ginsburg
ShaderX5

OpenGL ES 2.0 Performance Recommendations for Mobile Devices

Kristof Beets
ShaderX5

Real-time Tile-Based Texture Synthesis Using Nonregular Grids

Georg Kolling
ShaderX5

Cartoon Fire Effects Using OpenGL ES 2.0

David Minor
ShaderX5




3D Engine Design

Postprocessing Effects in Design

Aurelio Reis
ShaderX5

Transparent Shader Data Binding

Dustin Franklin
ShaderX5

Designing Plug-in Shaders with HLSL

Wessam Bahnassi
ShaderX5

Shader System Integration: Nebula2 and 3ds Max

Kim Hyoun Woo
ShaderX5




Beyond Pixels and Triangles

Large Crowds of Autonomous Animated Characters Using Fragment Shaders and Level of Detail

Erik Millán, Benjamín Hernández, and Isaac Rudomín
ShaderX5

Interactive Image Segmentation Based on GPU Cellular Automata

Frank Nielsen
ShaderX5

Real-time Cellular Texturing

Andrew Griffiths
ShaderX5

Collision Detection Shader Using Cube-Maps

Rahul Sathe
ShaderX5

A GPU Panorama Viewer for Generic Camera Models

Frank Nielsen
ShaderX5

Explicit Early-Z Culling for Efficient Fluid Flow Simulation

Pedro V. Sander, Natalya Tatarchuk, and Jason L. Mitchell
ShaderX5

Storing and Accessing Topology on the GPU: A Case Study on Mass-Spring Systems

Carlos A. Dietrich, Joăo L. D. Comba, and Luciana P. Nedel
ShaderX5

Implementing High-Quality PRNG on GPUs

Wai-Man Pang, Tien-Tsin Wong, and Pheng-Ann Heng
ShaderX5

Print Shader for Debugging Pixel Shaders

Alexander Ehrath
ShaderX5

13% off discount
"AI techniques from commercial games"
AI Game
Programming
Wisdom 3



"Cutting-edge graphics techniques"
GPU Pro 3

Mechanical
Stealth BLANK Keys
Das Keyboard
$133 at Amazon.com
Show everyone you're a BAD ASS!
Bad Ass
Unique Abyss LED Watch
Abyss LED Touchscreen Watch
TOTALLY BLACK CENTER

See how it works
On sale 40% off
Cool Camping Gear
Camping Birthday Party
Steampunk Gadgets
Steampunk Decor
Gifts for Teenage Girls
Teenage Girl Bedroom Ideas


Home