GPU Pro: Advanced Rendering Techniques

Front Cover
Wolfgang Engel
CRC Press, Jun 14, 2010 - Computers - 742 pages
This 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
 

What people are saying - Write a review

We haven't found any reviews in the usual places.

Contents

I Mathematics
1
1 GPU Color Quantization
3
2 Visualize Your Shadow Map Techniques
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
Copyright

Other editions - View all

Common terms and phrases

About the author (2010)

Wolfgang Engel is the CTO & Co-Founder of Confetti Special Effects Inc. He worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books, and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and is active in several advisory boards in the industry.

Bibliographic information