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	ShaderX7: Advanced Rendering Techniques
	47 Articles, Edited by Wolfgang Engel.
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	 Geometry Manipulation 
 
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Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders  |  
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Natalya Tatarchuk, Jeremy Shopf, and Chris DeCoro ShaderX7 |   
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details  |  
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Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba ShaderX7 |   
Dynamic Terrain Rendering on GPU Using Real-Time Tessellation  |   
Adaptive Re-Meshing for Displacement Mapping  |  
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Rafael P. Torchelsen, Carlos A. Dietrich, Lu�s Fernando, M. S. Silva, Rui Bastos, and Jo�o L. D. Comba ShaderX7 |   
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details  |  
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Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba ShaderX7 |   
 
 
 
	 Rendering Techniques 
 
Simplified High Quality Anti-aliased Lines  |   
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John Hable, George Borshukov, and Jim Hejl ShaderX7 |   
An Efficient and Physically Plausible Real Time Shading Model  |   
Graphics Techniques in Crackdown  |   
Deferred Rendering Transparency  |   
Deferred Shading with Multisampling Anti-Aliasing in DirectX 10  |   
Light Indexed Deferred Rendering  |   
 
 
 
	 Image Space 
 
Efficient Post-processing with Importance Sampling  |  
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Bal�zs T�th, L�szl� Szirmay-Kalos, and Tam�s Umenhoffer ShaderX7 |   
Efficient Real-Time Motion Blur for Multiple Rigid Objects  |   
Real-time Flow-based Image Abstraction  |  
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Jan Eric Kyprianidis and J�rgen D�llner ShaderX7 |   
 
 
 
	 Shadows 
 
Practical Cascaded Shadow Maps  |  
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Fan Zhang, Alexander Zaprjagaev, Allan Bentham ShaderX7 |   
A Hybrid Method for Interactive Shadows in Homogeneous Media  |   
Real-time Dynamic Shadows for Image-based Lighting  |   
Facetted Shadow Mapping for Large Dynamic Game Environments  |   
 
 
 
	 Environmental Effects 
 
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Charlie Birtwistle and Stephen McAuley ShaderX7 |   
Interactive Hydraulic Erosion on the GPU  |  
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Ondrej �tava, Bedrich Bene�, and Jaroslav Kriv�nek ShaderX7 |   
Advanced Geometry for Complex Sky Representation  |   
 
 
 
	 Global Illumination Effects 
 
Screen Space Ambient Occlusion  |   
Image-Space Horizon-Based Ambient Occlusion  |   
Deferred Occlusion from Analytic Surfaces  |  
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Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat ShaderX7 |   
Fast Fake Global Illumination  |  
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Emmanuel Briney, Victor Ceitelis and David Cr�moux ShaderX7 |   
Real-Time Subsurface Scattering using Shadow Maps  |   
Instant Radiosity with GPU Photon Tracing and Approximate Indirect Shadows  |   
Variance Methods for Screen-Space Ambient Occlusion  |   
Per-Pixel Ambient Occlusion using Geometry Shaders  |   
 
 
 
	 Handheld Devices 
 
Optimizing your first OpenGL ES Applications  |  
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Kristof Beets, Mikael Gustavsson, Erik Olsson ShaderX7 |   
Optimised Shaders for Advanced Graphical User Interfaces  |   
Facial Animation for Mobile GPUs  |   
Augmented Reality on Mobile Phones  |  
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Daniel Wagner, Lukas Gruber, Dieter Schmalstieg ShaderX7 |   
 
 
 
	 3D Engine Design 
 
Cross Platform Rendering Thread: Design and Implementation  |   
Advanced GUI System for Games  |   
Automatic Load Balancing Shader Framework  |  
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Gabriyel Wong and Jianliang Wang ShaderX7 |   
Game Engine Friendly Occlusion Culling  |  
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Jiri Bittner, Oliver Mattausch, Michael Wimmer ShaderX7 |   
Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer  |   
Using LUV color space with the Light Pre-Pass Renderer  |   
 
 
 
	 Beyond Pixels and Triangles 
 
Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU  |   
Free-Viewpoint Video on the GPU  |  
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Marcos Avil�s and Francisco Mor�n ShaderX7 |   
A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball  |   
Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX 10  |   
Interactive Image Morphing Using Thin-Plate Spline  |  
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Xiaopei Liu, Liang Wan, Xuemiao Xu, Tien-Tsin Wong, Chi-Sing Leung ShaderX7 |   
	
	
	 
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