Introduction |
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Web Materials |
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xiii | |
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1 Anisotropic Kuwahara Filtering on the GPU |
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1 | (18) |
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1 | (1) |
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2 | (3) |
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1.3 Generalized Kuwahara Filtering |
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5 | (4) |
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1.4 Anisotropic Kuwahara Filtering |
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9 | (8) |
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17 | (2) |
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18 | (1) |
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2 Edge Antialiasing by Post-Processing |
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19 | (26) |
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19 | (3) |
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2.2 Finding the Nearest Silhouette Edge |
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22 | (3) |
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25 | (2) |
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27 | (2) |
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2.5 GPU Implementation and Results |
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29 | (3) |
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32 | (2) |
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34 | (8) |
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42 | (3) |
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43 | (2) |
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3 Environment Mapping with Floyd-Steinberg Halftoning |
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45 | (14) |
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45 | (1) |
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3.2 Parametrization of the Environment Map |
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46 | (2) |
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48 | (2) |
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50 | (7) |
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57 | (2) |
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57 | (2) |
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4 Hierarchical Item Buffers for Granular Occlusion Culling |
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59 | (10) |
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59 | (1) |
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4.2 Hierarchical Item Buffers |
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60 | (5) |
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65 | (1) |
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66 | (2) |
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68 | (1) |
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68 | (1) |
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5 Realistic Depth of Field in Postproduction |
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69 | (12) |
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69 | (1) |
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5.2 Depth-of-Field Equations |
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69 | (2) |
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5.3 Camera Lens Simulation |
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71 | (1) |
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71 | (4) |
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5.5 CUDA-Accelerated Computation |
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75 | (2) |
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77 | (2) |
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79 | (2) |
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79 | (2) |
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6 Real-Time Screen Space Cloud Lighting |
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81 | (8) |
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81 | (1) |
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82 | (3) |
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85 | (1) |
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86 | (1) |
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87 | (2) |
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87 | (2) |
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7 Screen-Space Subsurface Scattering |
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89 | (18) |
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89 | (1) |
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7.2 The Texture-Space Approach |
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90 | (3) |
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7.3 The Screen-Space Approach |
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93 | (8) |
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101 | (1) |
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7.5 Discussion of Results |
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101 | (3) |
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104 | (1) |
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105 | (2) |
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105 | (2) |
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8 The Skylanders SWAP Force Depth-of-Field Shader |
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107 | (12) |
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107 | (2) |
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109 | (7) |
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116 | (3) |
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116 | (3) |
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9 Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods |
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119 | (14) |
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119 | (1) |
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119 | (2) |
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121 | (1) |
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122 | (1) |
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122 | (4) |
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9.6 Blurring and Composition |
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126 | (3) |
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129 | (1) |
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130 | (1) |
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131 | (2) |
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131 | (2) |
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10 Second-Depth Antialiasing |
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133 | (12) |
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10.1 Introduction and Previous Work |
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133 | (1) |
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134 | (7) |
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141 | (2) |
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10.4 Conclusion and Future Work |
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143 | (2) |
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143 | (2) |
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11 Practical Framebuffer Compression |
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145 | (14) |
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145 | (1) |
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11.2 Color Space Conversion |
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146 | (1) |
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11.3 Chrominance Multiplexing |
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147 | (2) |
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11.4 Chrominance Reconstruction |
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149 | (4) |
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153 | (1) |
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154 | (1) |
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154 | (2) |
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11.8 Conclusion and Discussion |
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156 | (1) |
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157 | (2) |
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157 | (2) |
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12 Coherence-Enhancing Filtering on the GPU |
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159 | (24) |
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159 | (2) |
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12.2 Local Orientation Estimation |
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161 | (9) |
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12.3 Flow-Guided Smoothing |
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170 | (5) |
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175 | (5) |
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180 | (1) |
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180 | (3) |
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180 | (3) |
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183 | (12) |
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183 | (5) |
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188 | (1) |
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189 | (1) |
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13.6 Limitations and Future Work |
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190 | (2) |
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13.7 Screen-Space Grass Source Code |
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192 | (3) |
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194 | (1) |
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14 Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists |
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195 | (8) |
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195 | (1) |
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14.2 Mesh Deformation Scenario |
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195 | (1) |
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196 | (5) |
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201 | (1) |
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201 | (1) |
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202 | (1) |
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202 | (1) |
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15 Bokeh Effects on the SPU |
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203 | (10) |
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203 | (1) |
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15.2 Bokeh behind the Scenes |
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204 | (2) |
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15.3 The Sprite-Based Approach |
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206 | (2) |
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208 | (3) |
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211 | (1) |
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212 | (1) |
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212 | (1) |
About the Contributors |
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213 | |