GPU Pro: Advanced Rendering TechniquesThis book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasi |
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Contents
1 | |
3 | |
15 | |
II Geometry Manipulation | 31 |
1 As Simple as Possible Tessellation for Interactive Applications | 33 |
2 RuleBased Geometry Synthesis in RealTime | 41 |
3 GPUBased NURBS Geometry Evaluation and Rendering | 67 |
4 PolygonalFunctional Hybrids for Computer Animation and Games | 87 |
3 iPhone 3GS Graphics Development and Optimization Strategies | 385 |
4 Optimizing a 3D UI Engine for Mobile Devices | 397 |
VII Shadows | 413 |
1 Fast Conventional Shadow Filtering | 415 |
2 Hybrid MinMax PlaneBased Shadow Maps | 447 |
3 Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping | 455 |
4 Screen Space Soft Shadows | 477 |
VIII 3D Engine Design | 493 |
III Rendering Techniques | 115 |
1 Quadtree Displacement Mapping with Height Blending | 117 |
2 NPR Effects Using the Geometry Shader | 149 |
3 Alpha Blending as a PostProcess | 167 |
4 Virtual Texture Mapping 101 | 185 |
IV Global Illumination | 197 |
1 Fast StencilBased Multiresolution Splatting for Indirect Illumination | 199 |
2 ScreenSpace Directional Occlusion | 215 |
3 RealTime MultiBounce RayTracing with Geometry Impostors | 231 |
V Image Space | 245 |
1 Anisotropic Kuwahara Filtering on the GPU | 247 |
2 Edge Antialiasing by PostProcessing | 265 |
3 Environment Mapping with FloydSteinberg Halftoning | 291 |
4 Hierarchical Item Buffers for Granular Occlusion Culling | 305 |
5 Realistic Depth of Field in Postproduction | 315 |
6 RealTime Screen Space Cloud Lighting | 327 |
7 ScreenSpace Subsurface Scattering | 335 |
VI Handheld Devices | 353 |
1 Migration to OpenGL ES 20 | 355 |
2 TouchscreenBased User Interaction | 375 |
1 MultiFragment Effects on the GPU Using Bucket Sort | 495 |
2 Parallelized Light PrePass Rendering with the Cell Broadband Engine | 509 |
3 Porting Code between Direct3D9 and OpenGL 20 | 529 |
4 Practical Thread Rendering for DirectX 9 | 541 |
IX Game Postmortems | 547 |
1 Stylized Rendering in Spore | 549 |
Bound in Blood | 561 |
Lessons Learned Developing Just Cause 2 | 571 |
4 Destructible Volumetric Terrain | 597 |
X Beyond Pixels and Triangles | 611 |
1 Parallelized Implementation of Universal Visual Computer | 613 |
2 Accelerating Virtual Texturing Using CUDA | 623 |
3 Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels | 643 |
4 Spatial Binning on the GPU | 679 |
5 RealTime Interaction between Particles and the Dynamic Mesh on the GPU | 693 |
Section Editors | 707 |
Contributors | 709 |
Back Cover | 716 |
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Common terms and phrases
algorithm aliasing alpha alpha blending ambient occlusion application approach artifacts blending blur cache calculate camera cell color Computer Graphics CUDA culling depth buffer depth value direction DirectX distance dynamic environment Equation evaluated f Ratio Figure float fragment shader frame buffer function Fw row Gaussian geometry shader hardware illumination implementation impostors input intersection iPhone iteration kernel light Listing matrix memory mesh method mipmap modules multiresolution node normal NURBS NVIDIA objects octree OpenGL OpenGL ES 2.0 optimization output parameters pass penumbra performance pixel shader polygonal POWERVR real-time render target resolution samples scene screen space Section SG row shadow map silhouette edge soft shadows splat stencil stencil buffer step stored surface technique texel texture coordinates texture mapping tile triangles update upload vec3 vector vertex shader vertices virtual texture visibility visual voxel weights widget