GPU Pro 2

GPU Pro 2

by Wolfgang Engel

Hardcover

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Overview

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

Source code and other materials are available for download on the book's CRC Press web page.

Product Details

ISBN-13: 9781568817187
Publisher: Taylor & Francis
Publication date: 02/26/2011
Series: GPU Pro , #2
Pages: 470
Product dimensions: 7.70(w) x 9.30(h) x 1.10(d)

Table of Contents

GEOMETRY MANIPULATION, Wolfgang Engel, editor
Terrain and Ocean Rendering with Hardware Tessellation, Xavier Bonaventura
DirectX 11 Graphics Pipeline
Definition of Geometry
Vertex Position, Vertex Normal, and Texture Coordinates
Tessellation Correction Depending on the Camera Angle
Conclusions
Bibliography

Practical and Realistic Facial Wrinkles Animation, Jorge Jimenez, Jose I. Echevarria, Christopher Oat, and Diego Gutierrez
Background
Our Algorithm
Results
Discussion
Conclusion
Acknowledgments
Bibliography

Procedural Content Generation on the GPU 29, Aleksander Netzel and Pawel Rohleder
Abstract
Introduction
Terrain Generation and Rendering
Environmental Effects
Putting It All Together
Conclusions and Future Work
Bibliography

RENDERING, Christopher Oat, editor
Pre-Integrated Skin Shading, Eric Penner and George Borshukov
Introduction
Background and Previous Work
Pre-Integrating the Effects of Scattering
Scattering and Difuse Light
Scattering and Normal Maps
Shadow Scattering
Conclusion and Future Work
Appendix A: Lookup Textures
Appendix B: Simpli ed Skin Shader
Bibliography

Implementing Fur Using Deferred Shading, Donald Revie
Deferred Rendering .
Fur
Techniques
Fur Implementation Details
Conclusion
Acknowledgments
Bibliography

Large-Scale Terrain Rendering for Outdoor Games, Ferenc Pintér
Introduction
Content Creation and Editing
Runtime Shading
Performance
Possible Extensions
Acknowledgments
Bibliography

Practical Morphological Antialiasing, Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez
Overview
Detecting Edges
Obtaining Blending Weights
Blending with the Four-Neighborhood
Results
Discussion
Conclusion
Acknowledgments
Bibliography

Volume Decals, Emil Persson
Introduction
Decals as Volumes
Conclusions
Bibliography

GLOBAL ILLUMINATION EFFECTS, Carsten Dachsbacher, editor
Temporal Screen-Space Ambient Occlusion, Oliver Mattausch, Daniel Scherzer, and Michael Wimmer
Introduction .
Ambient Occlusion
Reverse Reprojection
Our Algorithm
SSAO Implementation
Results
Discussion and Limitations
Conclusions
Bibliography .

Level-of-Detail and Streaming Optimized Irradiance Normal Mapping, Ralf Habel, Anders Nilsson, and Michael Wimmer
Introduction
Calculating Directional Irradiance
H-Basis
Implementation
Results
Conclusion
Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase
Bibliography

Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing, Holger Gruen
Overview
Introduction
Phase 1: Computing Indirect Illumination without Indirect Shadows
Phase 2: Constructing a 3D Grid of Blockers
Phase 3: Computing the Blocked Portion of Indirect Light
Future Work
Bibliography

Real-Time Approximation of Light Transport in Translucent Homogenous Media, Colin Barré-Brisebois and Marc Bouchard
Introduction
In Search of Translucency
The Technique: The Way Out is Through
Performance
Discussion
Conclusion
Demo
Acknowledgments
Bibliography

Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes, Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher
Introduction
Overview
Algorithm Detail Description
Injection Stage
Optimizations
Results
Conclusion
Acknowledgments
Bibliography

SHADOWS, Wolfgang Engel, editor
Variance Shadow Maps Light-Bleeding Reduction Tricks, Wojciech Sterna
Introduction
VSM Overview
Light-Bleeding
Solutions to the Problem.
Sample Application
Conclusion
Bibliography

Fast Soft Shadows via Adaptive Shadow Maps, Pavlo Turchyn
Percentage-Closer Filtering with Large Kernels
Application to Adaptive Shadow Maps
Soft Shadows with Variable Penumbra Size
Results
Bibliography

Adaptive Volumetric Shadow Maps, Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr
Introduction and Previous Approaches
Algorithm and Implementation .
Comparisons
Conclusions and Future Work
Acknowledgments
Bibliography

Fast Soft Shadows with Temporal Coherence, Daniel Scherzer, Michael Schwärzler and Oliver Mattausch
Introduction
Algorithm
Comparison and Results
Bibliography

Mipmapped Screen-Space Soft Shadows, Alberto Aguado and Eugenia Montiel
Introduction and Previous Work
Penumbra Width
Screen-Space Filter
Filtering Shadows
Mipmap Level Selection
Multiple Occlusions
Discussion
Bibliography

HANDHELD DEVICES, Kristof Beets, editor
A Shader-Based eBook Renderer, Andrea Bizzotto
Overview
Page-Peeling Effect
Enabling Two Pages Side-by-Side
Improving the Look and Antialiasing Edges
Direction-Aligned Triangle Strip
Performance Optimizations and Power Consumption
Putting it Together
Future Work
Conclusion
Acknowledgments
Bibliography

Post-Processing Effects on Mobile Devices, Marco Weber and Peter Quayle
Overview
Technical Details
Case Study: Bloom
Implementation
Conclusion
Bibliography

Shader-Based Water Effects, Joe Davis and Ken Catterall
Introduction
Techniques
Optimizations
Conclusion
Bibliography

3D ENGINE DESIGN, Wessam Bahnassi, editor
Practical, Dynamic Visibility for Games, Stephen Hill and Daniel Collin
Introduction
Surveying the Field
Query Quandaries
Wish List
Conviction Solution
Battlefield Solution
Future Development
Conclusion
Acknowledgments
Bibliography

Shader Amortization using Pixel Quad Message Passing, Eric Penner
Introduction
Background and Related Work
Pixel Derivatives and Pixel Quads
Pixel Quad Message Passing
PQA Initialization
Limitations of PQA
Cross Bilateral Sampling
Convolution and Blurring
Percentage Closer Filtering
Discussion
Appendix A: Hardware Support
Bibliography

A Rendering Pipeline for Real-Time Crowds, Benjamín Hernández and Isaac Rudomin
System Overview
Populating the Virtual Environment and Behavior
View-Frustum Culling
Level of Detail Sorting
Animation and Draw Instanced
Results
Conclusions and Future Work
Acknowledgments
Bibliography

GPGPU, Sebastien St-Laurent, editor
2D Distance Field Generation with the GPU, Philip Rideout
Vocabulary
Manhattan Grassfire
Horizontal-Vertical Erosion
Saito-Toriwaki Scanning with OpenCL
Signed Distance with Two Color Channels
Distance Field Applications
Bibliography

Order-Independent Transparency using Per-Pixel Linked Lists, Nicolas Thibieroz
Introduction
Algorithm Overview
DirectX 11 Features Requisites
Head Pointer and Nodes Buers
Per-Pixel Linked List Creation
Per-Pixel Linked Lists Traversal
Multisampling Antialiasing Support
Optimizations
Tiling
Conclusion
Acknowledgments
Bibliography

Simple and Fast Fluids, Martin Guay, Fabrice Colin, and Richard Egli
Introduction
Fluid Modeling
Solver's Algorithm
Code
Visualization
Conclusion
Bibliography

A Fast Poisson Solver for OpenCL using Multigrid Methods, Sebastien Noury, Samuel Boivin, and Olivier Le Maître
Introduction
Poisson Equation and Finite Volume Method
Iterative Methods
Multigrid Methods (MG)
OpenCL Implementation
Benchmarks
Discussion
Bibliography

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