ShaderX3: Advanced Rendering with DirectX and OpenGL

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Welcome to the latest volume of ShaderX! This all-new collection is packed with insightful new techniques, innovative approaches to common problems, and practical tools and tricks that will help you in all areas of shader programming. All of the articles evolved from the work and experiences of industry pros, and all of the sections were edited by shader programming experts. With the rapid advances in DirectX, OpenGL, and graphics cards, vertex and pixel shaders are becoming more widely used in high-end graphics and game development. The challenges of mastering these techniques can be daunting for new programmers, but with this comprehensive collection of ready-to-use techniques, they'll get up to speed quickly. And for the more experienced programmers, they'll find insights and tricks that will improve their efficiency and prevent redundancy. If you are involved in shader programming, this is a must-have reference for your collection.

Author(s): Wolfgang (Wolfgang Engel) Engel
Series: Shaderx Series
Edition: 1
Publisher: Charles River Media
Year: 2005

Language: English
Pages: 615

First Page......Page 2
Contents......Page 3
About the Editors......Page 8
About the Contributors......Page 11
Section 1 - Introduction and Geometry Manipulation Tricks......Page 20
Introduction......Page 21
1.1 Accessing and Modifying Topology on the GPU......Page 22
1.2 Rendering of Complex Formulas......Page 37
1.3 Deforming of Mesh Objects Using HLSL......Page 45
1.4 Morphing Between Two Different Objects......Page 52
1.5 Silhouette Geometry Shaders......Page 63
1.6 GLSL Real-Time Shader Development......Page 71
Section 2 - Rendering Techniques......Page 99
Introduction......Page 100
2.1 Parallax Mapping......Page 102
2.2 Deferred Lighting on PS 3.0 with High Dynamic Range......Page 109
2.3 Reflections from Bumpy Surfaces......Page 118
2.4 Massively Parallel Particle Systems on the GPU......Page 131
2.5 Parallax Occlusion Mapping......Page 146
2.6 Improved Batching via Texture Atlases......Page 166
2.7 A Simulation of Thermal Imaging......Page 179
2.8 Real-Time Texture-Space Skin Rendering......Page 181
2.9 Dot3 Cel Shading......Page 193
2.10 Hardware Accelerated Charcoal Rendering......Page 203
2.11 Detail Texture Motion Blur......Page 213
2.12 Animation and Display of Water......Page 223
2.13 Rendering Semitransparent Layered Media......Page 237
2.14 Hair Rendering and Shading......Page 247
2.15 Reduction of Lighting Calculations Using Spherical Harmonics......Page 259
Section 3 - Software Shaders and Shader Programming Tips......Page 271
Introduction......Page 272
Optimizing Dx9 Vertex Shaders for Software Vertex Processing......Page 273
3.2 Software Shaders and DirectX DLL Implementation......Page 284
3.3 Tactical Path-Finding Using Stochastic Maps on the GPU......Page 317
3.4 FX Composer 1.5 - Standardization......Page 330
Section 4 - Image Space......Page 340
Introduction......Page 341
4.1 A Steerable Streak Filter......Page 343
4.2 Adaptive Glare......Page 351
4.3 Color Grading......Page 358
4.4 Improved Depth-of-Field Rendering......Page 364
4.5 Lighting Precomputation Using the Relighting Map......Page 379
4.6 Shaderey - NPR Style Rendering......Page 393
Section 5 - Shadows......Page 399
Introduction......Page 400
5.1 Poisson Shadow Blur......Page 401
5.2 Fractional-Disk Soft Shadows......Page 408
5.3 Fake Soft Shadows Using Precomputed Visibility Distance Funcitons......Page 422
5.4 Efficient Omnidirectional Shadow Maps......Page 431
Section 6 - 3D Engine Design......Page 445
Introduction......Page 446
6.1 An Extensible Direct3D Resource Management System......Page 447
6.2 Integrating Shaders into the Vision Rendering Enginge......Page 459
6.3 Effect Parameters Manipulation Framework......Page 472
6.4 Shader Visualisazation Systems for the Art Pipeline......Page 480
6.5 Drawing a Crowd......Page 498
Section 7 - Tools......Page 511
7.1 In-Depth Performance Analyses of DX9 Shading......Page 513
7.2 Shaderbreaker......Page 535
7.3 Generating Shaders from HLSL Fragments......Page 544
Section 8 - Environmental Effects......Page 557
Introduciton......Page 558
8.1 Light Shaft Rendering......Page 559
8.2 Rendering Rainbows......Page 575
8.3 A Practical Analytic Model for Daylight with Shaders......Page 583
8.4 Volumetric Clouds......Page 597
Appendix - About the CD-ROM......Page 603
Index......Page 604