GPU Pro 360 Guide to 3D Engine Design
eBook - ePub

GPU Pro 360 Guide to 3D Engine Design

Wolfgang Engel

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eBook - ePub

GPU Pro 360 Guide to 3D Engine Design

Wolfgang Engel

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About This Book

Wolfgang Engel's GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers the design of a 3D engine. This volume is complete with articles by leading programmers that focus on various aspects of 3D engine design such as quality and optimization as well as high-level architecture. GPU Pro 360 Guide to 3D Engine Design is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Key Features:

  • Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices


  • Covers specific challenges involved in creating games on various platforms


  • Explores the latest developments in rapidly evolving field of real-time rendering


  • Takes practical approach that helps graphics programmers solve their daily challenges

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Information

Year
2018
ISBN
9781351172462

Contents

Introduction
Web Materials
1 Multi-Fragment Effects on the GPU Using Bucket Sort
Meng-Cheng Huang, Fang Liu, Xue-Hui Liu and En-Hua Wu
1.1 Introduction
1.2 Design of Bucket Array
1.3 The Algorithm
1.4 Multi-Pass Approach
1.5 The Adaptive Scheme
1.6 Applications
1.7 Conclusions
Bibliography
2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine
Steven Tovey and Stephen McAuley
2.1Introduction
2.2 Light Pre-Pass Rendering
2.3 The PLAYSTATION3 and the CBE
2.4 GPU/SPE Synchronization
2.5 The Pre-Pass
2.6 The Lighting SPE Program
2.7 The Main Pass
2.8 Conclusion
2.9 Further Work
2.10 Acknowledgements
Bibliography
3 Practical, Dynamic Visibility for Games
Stephen Hill and Daniel Collin
3.1 Introduction
3.2 Surveying the Field
3.3 Query Quandaries
3.4 Wish List
3.5 Conviction Solution
3.6 Battlefield Solution
3.7 Future Development
3.8 Conclusion
3.9 Acknowledgements
Bibliography
4 Shader Amortization Using Pixel Quad Message Passing
Eric Penner
4.1 Introduction
4.2 Background and Related Work
4.3 Pixel Derivatives and Pixel Quads
4.4 Pixel Quad Message Passing
4.5 PQA Initialization
4.6 Limitations of PQA
4.7 Cross Bilateral Sampling
4.8 Convolution and Blurring
4.9 Percentage Closer Filtering
4.10 Discussion
4.11 Appendix A: Hardware Support
Bibliography
5 A Rendering Pipeline for Real-Time Crowds
Benjamƭn HernƔndez and Isaac Rudomin
5.1 System Overview
5.2 Populating the Virtual Environment and Behavior
5.3 View-Frustum Culling
5.4 Level of Detail Sorting
5.5 Animation and Draw Instanced
5.6 Results
5.7 Conclusions and Future Work
5.8 Acknowledgements
Bibliography
6 Z3 Culling
Pascal Gautron, Jean-Eudes Marvie and Gael Sourimant
6.1 Introduction
6.2 Principle
6.3 Algorithm
6.4 Implementation
6.5 Performance Analysis
6.6 Conclusion
Bibliography
7 A Quaternion-Based Rendering Pipeline
Dzmitry Malyshau
7.1 Introduction
7.2 Spatial Data
7.3 Handedness Bit
7.4 Facts about Quaternions
7.5 Tangent Space
7.6 Interpolation Problem with Quaternions
7.7 KRI Engine: An Example Application
7.8 Conclusion
Bibliography
8 Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11
Matthew Johnson
8.1 Introduction
8.2 Implementation
8.3 Conclusion
8.4 Appendix
Bibliography
9 Designing a Data-Driven Renderer
Donald Revie
9.1 Introduction
9.2 Problem Analysis
9.3 Solution Development
9.4 Representational Objects
9.5 Pipeline Objects
9.6 Frame Graph
9.7 Case Study: Praetorian Tech
9.8 Further Work and Considerations
9.9 Conclusion
9.10 Acknowledgements
Bibliography
10 An Aspect-Based Engine Architecture
Donald Revie
10.1 Introduction
10.2 Rationale
10.3 Engine Core
10.4 Aspects
10.5 Common Aspects
10.6 Implementation
10.7 Aspect Interactions
10.8 Praetorian: The Brief History of Aspects
10.9 Analysis
10.10 Conclusion
10.11 Acknowledgements
Bibliography
11 Kinect Programming with Direct3D 11
Jason Zink
11.1 Introduction
11.2 Meet the Kinect
11.3 Mathematics of the Kinect
11.4 Programming with the Kinect SDK
11.5 Applications of the Kinect
11.6 Conclusion
Bibliography
12 A Pipeline for Authored Structural Damage
Homam Bahnassi and Wessam Bahnassi
12.1 Introduction
12.2 The Addressed Problem
12.3 Challenges and Previous Work
12.4 Implementation Description and Details
12.5 Level of Detail
12.6 Discussion
12.7 Conclusion
12.8 Acknowledgements
Bibliography
13 Quaternions Revisited
Peter Sikachev, Vladimir Egorov and Sergey Makeev
13.1 Introduction
13.2 Quaternion Properties Overview
13.3 Quaternion Use Cases
13.4 Normal Mapping
13.5 Generic Transforms and Instancing
13.6 Skinning
13.7 Morph Targets
13.8 Quaternion Format
13.9 Comparison
13.10 Conclusion
13.11 Acknowledgements
Bibliography
14 glTF: Designing an Open-Standard Runtime Asset Format
Fabrice Robinet, RĆ©mi Arnaud, Tony Parisi and Patrick Cozzi
14.1 Introduction
14.2 Motivation
14.3 Goals
14.4 Birds-Eye View
14.5 Integration of Buffer and Buffer View
14.6 Code Flow for Rendering Meshes
14.7 From Materials to Shaders
14.8 Animation
14.9 Content Pipeline
14.10 Future Work
14.11 Acknowledgements
Bibliography
15 Managing Transformations in Hierarchy
Bartosz Chodorowski and Wojciech Sterna
15.1 Introduction
15.2 Theory
15.3 Implementation
15.4 Conclusions
Bibliography
16 Block-Wise Linear Binary Grids for Fast Ray-Casting Operations
Holger Gruen
16.1 Introduction
16.2 Overview
16.3 Block-Wise Linear Memory Layout
16.4 Rendering Block-Wise Linear Binary Voxel Grids
16.5 Casting Rays through a Block-Wise Linear Grid
16.6 Detecting Occlusions during Indirect Light Gathering
16.7 Results
16.8 Future Work
16.9 External References
Bibliography
17 Semantic-Based Shader Generation Using Shader Shaker
Michael Delva, Julien Hamaide and Ramses Ladlani
17.1 Introduction
17.2 Previous Work
17.3 Definitions
17.4 Overview
17.5 Algorithm Explanation
17.6 Error Reporting
17.7 Usage Discussions
17.8 Whatā€™s Next
17.9 Conclusion
Bibliography
18 ANGLE: Bringing OpenGL ES to the Desktop
Shannon Woods, Nicolas Capens, Jamie Madill and Geoff Lang
18.1 Introduction
18.2 Direct3D 11
18.3 Shader Translation
18.4 Implementing ES3 on Feature Level 10
18.5 Future Directions: Moving to New Platforms
18.6 Recommended Practices
Bibliography
19 Interactive Cinematic Particles
Homam Bahnassi and Wessam Bahnassi
19.1 Introduction
19.2 Background
19.3 Challenges and Previous Work
19.4 Interactive Cinematic Particles (ICP) System Outline
19.5 Data Authoring Workflow
19.6 Offline Build Process
19.7 Runtime Execution
19.8 Additional Notes
19.9 Conclusion
19.10 Acknowledgements
Bibliography
20 Real-Time BC6H Compression on GPU
Krzysztof Narkowicz
20.1 Introduction
20.2 BC6H Details
20.3 Compression Algorithm
20.4 Results
20.5 Possible Extensions
20.6 Conclusion
20.7 Acknowledgements
Bibliography
21 A 3D Visualization Tool Used for Test Automation in the Forza Series
Gustavo Bastos Nunes
21.1 Introduction
21.2 Collision Mesh Issues
21.3 Detecting the Issues
21.4 Visualization
21.5 Navigation
21.6 Workflow
21.7 Conclusion
21.8 Acknowledgements
Bibliography
22 Semi-Static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs
Takahiro Harada
22.1 Introduction
22.2 Load Balancing Methods
22.3 Semi-Static Load Balancing
22.4 Results and Discussion
22.5 Acknowledgements
Bibliography
About the Contributors

Introduction

This book targets the design of a renderer. A renderer is a very complex software module that requires attention to a lot of details. The requirements and attention also vary greatly on different hardware platforms. The chapters here cover various aspects of engine design, such as quality and optimization, in addition to high-level architecture.
The chapter ā€œMulti-Fragment Effects on the GPU Using Bucket Sortā€ covers a technique on how to render order-independent transparency by utilizing a bucket sort system. Tr...

Table of contents