Table of Content
About the Section Editors
About the Authors
Section 1 Geometry Manipulation
1.1 Terrain and Ocean Rendering with Hardware Tesselation by Xavier Bonaventura
1.2 Practical and Realistic Facial Wrinkles Animation by Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez
1.3 Procedural Content Generation on GPU by Aleksander Netzel and Pawel Rohleder
Section 2 Rendering Techniques
2.1 Pre-Integrated Skin Shading by Eric Penner and George Borshukov
2.2 Implementing Fur in Deferred Shading by Donald Revie
2.3 Large-scale terrain rendering for outdoor games by Ferenc Pintér
2.4 Practical Morphological Anti-Aliasing by Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez
2.5 Volume Decals by Emil Persson
Section 3 Global Illumination
3.1 Temporal Screen-Space Ambient Occlusion by Oliver Mattausch, Daniel Scherzer and Michael Wimmer
3.2 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping by Ralf Habel, Anders Nilsson and Michael Wimmer
3.3 Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing by Holger Gruen
3.4 Real-Time Approximation of Light Transport in Translucent Homogenous Media by Colin Barré-Brisebois and Marc Bouchard
3.5 Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes by Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher
Section 4 Shadows
4.1 Variance Shadow Maps Light-Bleeding Reduction Tricks by Wojciech Sterna
4.2 Fast Soft Shadows via Adaptive Shadow Maps by Pavlo Turchyn
4.3 Adaptive Volumetric Shadow Maps by Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn, Matt Pharr
4.4 Fast Soft Shadows with Temporal Coherence by Daniel Scherzer, Michael Schwä rzler and Oliver Mattausch
4.5 MipMapped Screen Space Soft Shadows by Alberto Aguado and Eugenia Montiel
Section 5 Handheld Devices
5.1 A Shader-Based E-Book Renderer by Andrea Bizzotto
5.2 Post-Processing Effects on Mobile Devices by Marco Weber and Peter Quayle
5.3 Shader Based Water Effects by Joe Davis and Ken Catterall
Section 6 3D Engine Design
6.1 Practical, Dynamic Visibility for Games by Stephen Hill and Daniel Collin
6.2 Shader Amortization using Pixel Quad Message Passing by Eric Penner
6.3 A Rendering Pipeline for Real-time Crowds by Benjamín Hernández and Isaac Rudomin
Section 7 GPGPU
7.1 2D Distance Field Generation with the GPU by Philip Rideout
7.2 Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11 by Nicolas Thibieroz
7.3 Simple and Fast Fluid Flow Simulation on the GPU by Martin Guay, Fabrice Colin and Richard Egli
7.4 A Fast Poisson Solver for OpenCL using Multigrid Methods by Sebastien Noury, Samuel Boivin and Olivier Le Maître
After the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book (http://gpupro.blogspot.com/), we are looking for authors for GPU Pro 2.
The upcoming book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on mathematics used in graphics programming.
Proposals are due by May 17th, 2010. Please send them to wolf at shaderx.com. An example proposal, writing guidelines and a FAQ can be downloaded from below.
Wolfgang is the CEO of Confetti. Confetti is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry.
Before co-founding Confetti, Wolfgang worked as the lead graphics programmer in Rockstar's core technology group RAGE for more than four years.
He is the founder and editor of the ShaderX and GPU Pro books series, a Microsoft MVP, the author of several books and articles on real-time rendering and a regular contributor to websites and the GDC. One of the books he edited -ShaderX4- won the Game developer Front line award in 2006.
Wolfgang is in the advisory boards of several companies. He is an active contributor to several future standards that drive the Game Industry.
You can find him on twitter at