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- Cover Page
- Half Title Page
- Title Page
- Copyright Page
- Contents
- Acknowledgments
- Web Materials
- Part I. Geometry Manipulation
- Part II. Rendering
- Part III. Global Illumination Effects
- Chapter 1. Temporal Screen-Space Ambient Occlusion
- Chapter 2. Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
- Chapter 3. Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing
- Chapter 4. Real-Time Approximation of Light Transport in Translucent Homogenous Media
- Chapter 5. Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes
- Part IV. Shadows
- Part V. Handheld Devices
- Part VI. 3D Engine Design
- Part VII. GPGPU
- Contributors
- Back Cover
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