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	|   |   | ShaderX7: Advanced Rendering Techniques47 Articles, Edited by Wolfgang Engel, 2009.
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 Geometry Manipulation
 
 
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Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders | 
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Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details | 
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Dynamic Terrain Rendering on GPU Using Real-Time Tessellation | 
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Adaptive Re-Meshing for Displacement Mapping | 
 |  |  | Rafael P. Torchelsen, Carlos A. Dietrich, Lu�s Fernando, M. S. Silva, Rui Bastos, and Jo�o L. D. Comba ShaderX7, 2009.
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Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details | 
 
 
 
 Rendering Techniques
 
 
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Simplified High Quality Anti-aliased Lines | 
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An Efficient and Physically Plausible Real Time Shading Model | 
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Graphics Techniques in Crackdown | 
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Deferred Rendering Transparency | 
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Deferred Shading with Multisampling Anti-Aliasing in DirectX 10 | 
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Light Indexed Deferred Rendering | 
 
 
 
 Image Space
 
 
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Efficient Post-processing with Importance Sampling | 
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Efficient Real-Time Motion Blur for Multiple Rigid Objects | 
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Real-time Flow-based Image Abstraction | 
 
 
 
 Shadows
 
 
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Practical Cascaded Shadow Maps | 
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A Hybrid Method for Interactive Shadows in Homogeneous Media | 
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Real-time Dynamic Shadows for Image-based Lighting | 
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Facetted Shadow Mapping for Large Dynamic Game Environments | 
 
 
 
 Environmental Effects
 
 
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Interactive Hydraulic Erosion on the GPU | 
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Advanced Geometry for Complex Sky Representation | 
 
 
 
 Global Illumination Effects
 
 
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Screen Space Ambient Occlusion | 
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Image-Space Horizon-Based Ambient Occlusion | 
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Deferred Occlusion from Analytic Surfaces | 
 |  |  | Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat ShaderX7, 2009.
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Fast Fake Global Illumination | 
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Real-Time Subsurface Scattering using Shadow Maps | 
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Instant Radiosity with GPU Photon Tracing and Approximate Indirect Shadows | 
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Variance Methods for Screen-Space Ambient Occlusion | 
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Per-Pixel Ambient Occlusion using Geometry Shaders | 
 
 
 
 Handheld Devices
 
 
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Optimizing your first OpenGL ES Applications | 
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Optimised Shaders for Advanced Graphical User Interfaces | 
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Facial Animation for Mobile GPUs | 
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Augmented Reality on Mobile Phones | 
 
 
 
 3D Engine Design
 
 
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Cross Platform Rendering Thread: Design and Implementation | 
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Advanced GUI System for Games | 
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Automatic Load Balancing Shader Framework | 
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Game Engine Friendly Occlusion Culling | 
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Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer | 
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Using LUV color space with the Light Pre-Pass Renderer | 
 
 
 
 Beyond Pixels and Triangles
 
 
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Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU | 
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Free-Viewpoint Video on the GPU | 
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A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball | 
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Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX 10 | 
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Interactive Image Morphing Using Thin-Plate Spline | 
 |  |  | Xiaopei Liu, Liang Wan, Xuemiao Xu, Tien-Tsin Wong, Chi-Sing Leung ShaderX7, 2009.
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