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GPU-based Techniques for Global Illumination Effects


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This book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. To make the book self-contained, the most important concept of local illumination and global illumination rendering, graphics hardware, and programming Direct3D/HLSL reviewed in the first chapter. After the introductory chapter we warm by simple methods including shadow mapping and the environment, then we move forward toward a concept aimed at rendering global illumination. Content: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPU / GPU Programming and Control / Simple Repair of Local Lighting Model / Casting Ray on GPU / Securities specular with Rasterization / Lighting Diffuse and Glossy Direct / Pre-calculation Aided Global Lighting / Rendering Participating Media / Information Global Fake / postprocessing Effects / GI Effects Integrating Games and Virtual Reality Systems / Bibliography

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rbrsword

February 15, 2012, 12:54 pm

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February 15, 2012, 12:51 pm

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February 15, 2012, 12:05 pm

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February 13, 2012, 5:34 am

GPU-based Techniques for Global Illumination Effects (Synthesis Lectures on Computer Graphics and Animation) 8211 L.. <br /><b>Warning</b>: