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GPU PRO 6. ADVANCED RENDERING TECHNIQUES
Título:
GPU PRO 6. ADVANCED RENDERING TECHNIQUES
Subtítulo:
Autor:
ENGEL, W
Editorial:
CRC
Año de edición:
2015
Materia
3D, GRAFICOS Y ANIMACION - GENERAL
ISBN:
978-1-4822-6461-6
Páginas:
586
77,50 €

 

Sinopsis

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.

Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 45 experts who cover the latest developments in graphics programming for games and movies.

The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.

The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, shadows, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples.

In color throughout, GPU Pro6 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book's CRC Press web page.



I: GEOMETRY MANIPULATION

Dynamic GPU Terrain; David Pangerl

Introduction

Overview

Terrain Data

Rendering

Dynamic Modification

Physics Synchronization

Problems

Conclusions

Bandwidth Efficient Procedural Meshes in the GPU via Tessellation; Gustavo Bastos Nunes and Joao Lucas Guberman Raza

Introduction

Procedural Mesh and the Graphics Pipeline

Hull Shader

Domain Shader

Noise in Procedural Meshes

Performance Optimizations

Conclusion

Bibliography

Real-Time Deformation of Subdivision Surfaces on Object Collisions; Henry Schafer, Matthias Nießner, Benjamin Keinert, and Marc Stamminger

Introduction

Deformable Surface Representation

Algorithm Overview

Pipeline

Optimizations

Results

Conclusion

Acknowledgments

Bibliography

Realistic Volumetric Explosions in Games; Alex Dunn

Introduction

Rendering Pipeline Overview

Offline/Pre-Processing

Runtime

Visual Improvements

Results

Performance

Conclusion

Acknowledgements

Bibliography

II: RENDERING

Next-Gen Rendering in Thief; Peter Sikachev, Samuel Delmont, Uriel Doyon, and Jean-Normand Bucci

Introduction

Reflections

Contact-Hardening Shadows

Lit Particles

Compute Shaders-Based Post-Processing

Conclusion

Acknowledgments

Bibliography


Grass Rendering and Simulation with LOD; Dongsoo Han and Hongwei Li

Introduction

Render Grass Blades

Simulation

Results

Bibliography


Hybrid Reconstruction Anti-Aliasing; Michael Drobot

Introduction

Overview

Related work

Hybrid Anti-Aliasing Overview

Temporally Stable Edge Anti-Aliasing

Temporal Super Sampling

Temporal Anti-aliasing (TAA)

Final Implementation

Results Discussion

Conclusion

Bibliography


Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering; Egor Yusov

Introduction

Light Transport Theory

Pre-computed Solutions

Volume-Aware Blending

Implementation

Results and Discussion

Conclusion

Bibliography

Sparse Procedural Volume Rendering; Doug McNabb

Introduction

Overview of Current Techniques

Overview

Metavoxels

Algorithm

Conclusion

Bibliography

III: LIGHTING

Real-Time Lighting via Light Linked List; Abdul Bezrati

Introduction

Algorithm

Populating the Light Linked List

Accessing the Light Linked List

Reduced Resolution

Conclusion

Bibliography

Deferred Normalized Irradiance Probes; John Huelin, Benjamin Rouveyrol, and Bart lomiej Wronski

Introduction

Deferred Normalized Irradiance Probes Algorithm

Tool Side of the Algorithm

Runtime Details of Algorithm

Results and Discussion

Bibliography

Volumetric Fog and Lighting; Bartlomiej Wronski

Introduction

Volumetric Fog Algorithm

Results and Discussion

Bibliography

Physically Based Light Probe Generation on GPU; Ivan Spogreev

Introduction

Light Probes Theory

Generating Light Probes on the GPU

Results

Bibliography

Real-Time Global Illumination Using Slices; Hugh Malan

Introduction

Algorithm Overview

Approximating the Irradiance Due to an Emissive Plane

Building the Image Pyramid

Combining Multiple Slices

Layered Heightfields

Slice Placement

Propagating Irradiance

Results

Conclusion

Bibliography

IV: SHADOWS

Practical Screen Space Soft Shadows; Márton Tamás and Viktor Heisenberger

Pre-introduction

Introduction

History

Algorithm Overview

Shadow Map Rendering Pass

Introducing Layers, Light Assignment

Layered Penumbra Map Pass

Anisotropic Gaussian Blur Pass

Lighting Pass

Performance Considerations

Results

Quality Tests

Performance Analysis

Conclusion

Bibliography

Tile-Based Omnidirectional Shadows; Hawar Doghramachi

Introduction

Overview

Implementation

Results

Discussion

Conclusion

Bibliography

Shadow Map Silhouette Revectorization; Vladimir Bondarev

Introduction

Implementation

Results

Future Work

Conclusion

Bibliography

V: MOBILE DEVICES

Hybrid Ray Tracing on a PowerVR GPU; Gareth Morgan

Review

Combining Ray Tracing with Rasterization

Hard Shadows

Soft Shadows

Reflections

Transparency

Performance

Results

Conclusion

Bibliography

Implementing a GPU-Only Particles Collision System with ASTC 3D Textures and OpenGL ES 3.0; Daniele Di Donato

Introduction

GPU-Only particles system

Physics Simulation

Rendering the Particles

Conclusion

Bibliography

Animated Characters with Shell Fur for Mobile Devices; Andrew Girdler and James L Jones

Introduction

Overview

Creating a Shell Fur Texture

Bone Batches or Single Pass?

Model Data and Setup

Animation with TF

Instancing for Fur Shells

Lighting and Other Effects

Conclusion

Bibliography

High Dynamic Range Computational Photography on Mobile GPUs; Simon McIntosh-Smith, Amir Chohan, Dan Curran, and Anton Lokhmotov

Introduction

Background

Tone Mapping Operators

Related Work

GPGPU using OpenCL

OpenGL ES and Android

Implementing an HDR Pipeline using OpenCL and OpenGL ES

Android Implementation

Performance of our HDR effects

Conclusions

Bibliography

VI: COMPUTE

Compute-Based Tiled Culling; Jason Stewart

Introduction

Overview

Implementation

Optimization

Unreal® Engine 4 Results

Conclusion

Acknowledgments