Front Cover; Contents; Acknowledgments; Web Materials; I. Geometry Manipulation; 1. Deferred Snow Deformation in Rise of the Tomb Raider; 2. Catmull-Clark Subdivision Surfaces; II. Lighting; 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12; 2. Fine Pruned Tiled Light Lists; 3. Deferred Attribute Interpolation Shading; 4. Real-Time Volumetric Cloudscapes; III. Rendering; 1. Adaptive Virtual Textures; 2. Deferred Coarse Pixel Shading; 3. Progressive Rendering Using Multi-frame Sampling; IV. Mobile Devices
1. Efficient Soft Shadows Based on Static Local Cubemap2. Physically Based Deferred Shading on Mobile; V. 3D Engine Design; 1. Interactive Cinematic Particles; 2. Real-Time BC6H Compression on GPU; 3. A 3D Visualization Tool Used for Test Automation in the Forza Series; 4. Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs; VI. Compute; 1. Octree Mapping from a Depth Camera; 2. Interactive Sparse Eulerian Fluid; About the Editors; About the Contributors; Back Cover
Summary
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike