By Wolfgang Engel
GPU Zen contains assurance of the parts of geometry manipulation, lights, common rendering, screen-space suggestions, digital fact and basic compute tasks.
Table of Contents
Geometry Manipulation (Christopher Oat)
1. Attributed Vertex Clouds via Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner
2. Rendering Convex Occluders with internal Conservative Rasterization by means of Marcus Svensson and Emil Persson
Lighting (Carsten Dachsbacher)
1. reliable oblique Illumination by means of Louis Bavoil and Holger Gruen
2. engaging Media utilizing Extruded gentle Volumes by way of Nathan Hoobler, Andrei Tatarinov and Alex Dunn
Rendering (Mark Chatfield)
1. Deferred+ through Hawar Doghramachi and Jean-Normand Bucci
2. Programmable Per-pixel pattern Placement with Conservative Rasterizer by way of Rahul P. Sathe
3. cellular Toon Shading via Felipe Lira, Flávio Villalva, Jesus Sosa, Kléverson Paixão and Teófilo Dutra
4. high quality GPU-efficient snapshot aspect Manipulation through Kin-Ming Wong and Tien-Tsin Wong
5. Real-Time Linear-Light Shading with Linearly reworked Cosines through Eric Heitz and Stephen Hill
6. Profiling and Optimizing WebGL program utilizing Google Chrome through Gareth Morgan
Screen-Space (Wessam Bahnassi)
1. Scalable Adaptive SSAO through Filip Strugar
2. powerful display area Ambient Occlusion through Wojciech Sterna
3. functional Gather-based Bokeh intensity of box by way of Wojciech Sterna
Virtual fact (Eric Haines)
1. effective Stereo and VR Rendering by means of Iñigo Quilez
2. figuring out, Measuring, and interpreting VR pictures functionality through James Hughes, Reza Nourai, and Ed Hutchins
Compute (Wolfgang Engel)
1. Optimizing the pictures Pipeline with Compute through Graham Wihlidal
2. genuine Time Markov selection approaches for Crowd Simulation via Sergio Ruiz and Benjamín Hernández
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