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 Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.
- Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
- Covers specific challenges involved in creating games on various platforms
- Explores the latest developments in rapidly evolving field of real-time rendering
- Takes practical approach that helps graphics programmers solve their daily challenges
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.
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.
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