http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
Cover; Half Title; Title; Copyright; Contents; Introduction; Web Materials; Chapter 1 Quadtree Displacement Mapping with Height Blending; 1.1 Overview; 1.2 Introduction; 1.3 Overview of Ray-Tracing Algorithms; 1.4 Quadtree Displacement Mapping; 1.5 Self-Shadowing; 1.6 Ambient Occlusion; 1.7 Surface Blending; 1.8 General Advice; 1.9 Conclusion; Bibliography; Chapter 2 NPR Effects Using the Geometry Shader; 2.1 Introduction; 2.2 Previous Work; 2.3 Silhouette Rendering; 2.4 Pencil Rendering; 2.5 Acknowledgments; Bibliography; Chapter 3 Alpha Blending as a Post-Process; 3.1 Introduction
3.2 The Alternatives3.3 The Source Artwork; 3.4 Initial Attempts; 3.5 The Screen-Space Alpha Mask; 3.6 Alpha Reference Issues; 3.7 Rendering Pipeline Integration; 3.8 Conclusion; 3.9 Demo; 3.10 Acknowledgments; 3.11 Source Code; Bibliography; Chapter 4 Virtual Texture Mapping 101; 4.1 Introduction; 4.2 Virtual Texture Mapping; 4.3 Implementation Details; 4.4 Conclusion; 4.5 Shader Code; 4.6 Acknowledgments; Bibliography; Chapter 5 Pre-Integrated Skin Shading; Eric Penner and George Borshukov 5.1 Introduction; 5.2 Background and Previous Work; 5.3 Pre-Integrating the Effects of Scattering
5.4 Scattering and Diffuse Light5.5 Scattering and Normal Maps; 5.6 Shadow Scattering; 5.7 Conclusion and Future Work; 5.8 Appendix A: Lookup Textures; 5.9 Appendix B: Simplified Skin Shader; Bibliography; Chapter 6 Implementing Fur Using Deferred Shading; Donald Revie 6.1 Deferred Rendering; 6.2 Fur; 6.3 Techniques; 6.4 Fur Implementation Details; 6.5 Conclusion; 6.6 Acknowledgments; Bibliography; Chapter 7 Large-Scale Terrain Rendering for Outdoor Games; Ferenc Pintér 7.1 Introduction; 7.2 Content Creation and Editing; 7.3 Runtime Shading; 7.4 Performance; 7.5 Possible Extensions
7.6 AcknowledgmentsBibliography; Chapter 8 Practical Morphological Antialiasing; Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez 8.1 Overview; 8.2 Detecting Edges; 8.3 Obtaining Blending Weights; 8.4 Blending with the Four-Neighborhood; 8.5 Results; 8.6 Discussion; 8.7 Conclusion; 8.8 Acknowledgments; Bibliography; Chapter 9 Volume Decals; Emil Persson 9.1 Introduction; 9.2 Decals as Volumes; 9.3 Conclusions; Bibliography; Chapter 10 Practical Elliptical Texture Filtering on the GPU; Pavlos Mavridis and Georgios Papaioannou 10.1 Introduction
10.2 Elliptical Filtering10.3 Elliptical Footprint Approximation; 10.4 Results; 10.5 Conclusions; 10.6 Acknowledgments; Bibliography; Chapter 11 An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering; Christian Schüler 11.1 Introduction; 11.2 Atmospheric Scattering; 11.3 The Chapman Function; 11.4 Towards a Real-Time Approximation; 11.5 Implementation; 11.6 Putting the Chapman Function to Use; 11.7 Conclusion; 11.8 Appendix; Bibliography; Chapter 12 Volumetric Real-Time Water and Foam Rendering