GPU Proなどの編集務めたWolfgang Engel氏のGPUテクニック集めた新しい書籍が出たようですね.
書籍のサイト
http://gpuzen.blogspot.jp/
Amazonを見ているとKindle版が紙に比べて格段に値段が安いのでデジタルで読むのがいいのかもしれないですね.
目次なんかを見ていると以前,Eidos Montreaのblogで公開されていた”Deferred+: Next-Gen Culling and Rendering for Dawn Engine”の詳細な記事(30ページ近くの解説.シェーダの提示もあり)が入っています.
Geometry Manipulation (Christopher Oat)
- Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner
- Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson
Lighting (Carsten Dachsbacher)
- Rendering stable indirect illumination computed from reflective shadow maps by Louis Bavoil and Holger Gruen
- Real-Time Participating Media Effects Using Extruded Light Volumes by Nathan Hoobler, Andrei Tatarinov and Alex Dunn
Rendering (Mark Chatfield)
- Deferred+: Next-Gen Culling and Rendering for Dawn Engine by Hawar Doghramachi and Jean-Normand Bucci
- Programmable per-pixel sample placement with conservative rasterizer by Rahul P. Sathe
- Mobile Toon Shading by Felipe Lira, Flávio Villalva, Jesus Sosa, Kléverson Paixão and Teófilo Dutra
- High-Quality GPU-efficient Image Detail Manipulation by Kin-Ming Wong and Tien-Tsin Wong
- Real-Time Linear-Light Shading with Linearly Transformed Consines by Eric Heitz and Stephen Hill
- Profiling and Optimizing WebGL Application Using Google Chrome by Gareth Morgan
Screen-Space (Wessam Bahnassi)
- Scalable Adaptive SSAO by Filip Strugar
- Robust Screen Space Ambient Occlusion in 1 ms in 1080p on PS4 by Wojciech Sterna
- Practical Gather-based Bokeh Depth of Field by Wojciech Sterna
Virtual Reality (Eric Haines)
- Efficient Stereo and VR Rendering by Iñigo Quilez
- Understanding, Measuring and Analyzing VR Graphics Performance by James Hughes, Reza Nourai, and Ed Hutchins
Compute (Wolfgang Engel)
- Optimizing the Graphics Pipeline with Compute by Graham Wihlidal
- Real Time Markov Decision Processes for Crowd Simulation by Sergio Ruiz and Benjam´ın Hernández