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ShaderX Shader Programming Tips & Tricks With DirectX 9

ShaderX Shader Programming Tips & Tricks With DirectX 9

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Contents<br />

Simulation of Iridescence and Translucency on Thin Surfaces 309<br />

Natalya Tatarchuk and Chris Brennan<br />

Floating-point Cube Maps 319<br />

Arkadiusz Waliszewski<br />

Stereoscopic Rendering in Hardware Using <strong>Shader</strong>s 324<br />

Thomas Rued<br />

Hatching, Stroke Styles, and Pointillism 340<br />

Kevin Buchin and Maike Walther<br />

Layered Fog 348<br />

Guillaume Werle<br />

Dense Matrix Algebra on the GPU 352<br />

Ádám Moravánszky<br />

Section III — Software <strong>Shader</strong>s and <strong>Shader</strong> <strong>Programming</strong> <strong>Tips</strong> 381<br />

Software Vertex <strong>Shader</strong> Processing 383<br />

Dean P. Macri<br />

x86 <strong>Shader</strong>s–ps_2_0 <strong>Shader</strong>s in Software 396<br />

Nicolas Capens<br />

SoftD3D: A Software-only Implementation of<br />

Microsoft’s Direct3D API 413<br />

Oliver Weichhold<br />

Named Constants in <strong>Shader</strong> Development 432<br />

Jeffrey Kiel<br />

Section IV — Image Space 437<br />

Advanced Image Processing with <strong>DirectX</strong> 9 Pixel <strong>Shader</strong>s 439<br />

Jason L. Mitchell, Marwan Y. Ansari, and Evan Hart<br />

Night Vision: Frame Buffer Post-processing with ps.1.1 Hardware 465<br />

Guillaume Werle<br />

Non-Photorealistic Post-processing Filters in MotoGP 2 469<br />

Shawn Hargreaves<br />

Image Effects with <strong>DirectX</strong> 9 Pixel <strong>Shader</strong>s 481<br />

Marwan Y. Ansari<br />

Using Pixel <strong>Shader</strong>s to Implement a Mosaic Effect Using<br />

Character Glyphs 519<br />

Roger Descheneaux and Maurice Ribble<br />

v

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