1st Edition

GPU Pro 360 Guide to Shadows

By Wolfgang Engel Copyright 2019
244 Pages
by A K Peters/CRC Press

244 Pages
by A K Peters/CRC Press

244 Pages
by A K Peters/CRC Press

Wolfgang Engel’s GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to... Read more
Ch 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination; Ch 2 Screen-Space Directional Occlusion; Ch 3 Real-Time Multi-Bounce Ray Tracing with Geometry Imposters; Ch 4 Temporal Screen-Space Ambienty Occlusion; Ch 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping; Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows; Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous Media; Ch 8 Difuse Global Illumination with Temporally Coherent Light Propagation Volumes; Ch 9Ray Traced Approximate Reflectio Using a Grid of Oriented Splats; Ch 10 Screen-Space Bent Cones; Ch 11 Real-Time Near-Field Global Illumination Based on a Voxel Model; Ch 12Physically-Based Area Lights; Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart Scattering; Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX: Advanced Real-Time Hair Rendering; Ch 16 Wire Antialiassing; Ch 17 Real-Time Lighting via  Light Limked List; Ch 18 Deferred Normalized Irradian c e Probes; Ch 19 Volumetric Fog andfd Lighting; Ch  20 Physically-Based Light Probe Generation on GPU; Ch 21 Real-Time Global Illumination Using Slices; Ch 22Clustered Shading: ASssigning Lights  Using Conservative Rasterization in DirectX12; Ch 23 Fine Pruned Tiled Lights List; Ch 24 Deferred Attribute Interpolation Shading; Real-Time Volumetric Cloudscapes.

Biography

Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries.  Previously he worked in Rockstar's core technology group as the lead graphics programmer.