
- 566 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
GPU Pro 360 Guide to Rendering
About this book
Wolfgang Engel's GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise.
Key Features:
- Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices
- Covers specific challenges involved in creating games on various platforms
- Explores the latest developments in the rapidly evolving field of real-time rendering
- Takes a practical approach that helps graphics programmers solve their daily challenges
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Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access GPU Pro 360 Guide to Rendering by Wolfgang Engel in PDF and/or ePUB format, as well as other popular books in Computer Science & Computer Graphics. We have over one million books available in our catalogue for you to explore.
Information
Contents
Introduction
Web Materials
1 Quadtree Displacement Mapping with Height Blending
Michal Drobot
1.1 Overview
1.2 Introduction
1.3 Overview of Ray-Tracing Algorithms
1.4 Quadtree Displacement Mapping
1.5 Self-Shadowing
1.6 Ambient Occlusion
1.7 Surface Blending
1.8 General Advice
1.9 Conclusion
Bibliography
2 NPR Effects Using the Geometry Shader
Pedro Hermosilla and Pere-Pau Vazquez
2.1 Introduction
2.2 Previous Work
2.3 Silhouette Rendering
2.4 Pencil Rendering
2.5 Acknowledgments
Bibliography
3 Alpha Blending as a Post-Process
Benjamin Hathaway
3.1 Introduction
3.2 The Alternatives
3.3 The Source Artwork
3.4 Initial Attempts
3.5 The Screen-Space Alpha Mask
3.6 Alpha Reference Issues
3.7 Rendering Pipeline Integration
3.8 Conclusion
3.9 Demo
3.10 Acknowledgments
3.11 Source Code
Bibliography
4 Virtual Texture Mapping 101
Matth¨aus G. Chajdas, Christian Eisenacher, Marc Stamminger and Sylvain Lefebvre
4.1 Introduction
4.3 Implementation Details
4.4 Conclusion
4.5 Shader Code
4.6 Acknowledgments
Bibliography
5 Pre-Integrated Skin Shading
Eric Penner and George Borshukov
5.1 Introduction
5.2 Background and Previous Work
5.3 Pre-Integrating the Effects of Scattering
5.4 Scattering and Diffuse Light
5.5 Scattering and Normal Maps
5.6 Shadow Scattering
5.7 Conclusion and Future Work
5.8 Appendix A: Lookup Textures
5.9 Appendix B: Simplified Skin Shader
Bibliography
6 Implementing Fur Using Deferred Shading
Donald Revie
6.1 Deferred Rendering
6.2 Fur
6.3 Techniques
6.4 Fur Implementation Details
6.5 Conclusion
6.6 Acknowledgments
Bibliography
7 Large-Scale Terrain Rendering for Outdoor Games
Ferenc Pint´er
7.1 Introduction
7.4 Content Creation and Editing
7.5 Runtime Shading
7.6 Performance
7.7 Possible Extensions
7.8 Acknowledgments
Bibliography
8 Practical Morphological Antialiasing
Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez
8.1 Overview
8.2 Detecting Edges
8.3 Obtaining Blending Weights
8.4 Blending with the Four-Neighborhood
8.5 Results
8.6 Discussion
8.7 Conclusion
8.8 Acknowledgments
Bibliography
9 Volume Decals
Emil Persson
9.1 Introduction
9.2 Decals as Volumes
9.3 Conclusions
Bibliography
10 Practical Elliptical Texture Filtering on the GPU
Pavlos Mavridis and Georgios Papaioannou
10.1 Introduction
10.2 Elliptical Filtering
10.3 Elliptical Footprint Approximation
10.4 Results
10.5 Conclusions
10.6 Acknowledgments
Bibliography
11 An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering
Christian Schuler
11.1 Introduction
11.2 Atmospheric Scattering
11.3 The Chapman Function
11.4 Towards a Real-Time Approximation
11.5 Implementation
11.6 Putting the Chapman Function to Use
11.7 Conclusion
11.8 Appendix
Bibliography
12 Volumetric Real-Time Water and Foam Rendering
Daniel Scherzer, Florian Bagar and Oliver Mattausch
12.1 Introduction
12.2 Simulation
12.3 Rendering
12.4 Artist Control
12.5 Conclusion
Bibliography
13 Inexpensive Antialiasing of Simple Objects
Mikkel Gj0l and Mark Gj0l
13.1 Introduction
13.2 Antialiasing via Smoothed Lines
13.3 Rendering Lines
13.4 Discussion
13.5 Conclusion
13.6 Acknowledgments
Bibliography
14 Practical Planar Reflections Using Cubemaps and Image Proxies
Sebastien Lagarde and Antoine Zanuttini
14.1 Introduction
14.2 Generating Reflection Textures
14.3 Using Reflection Textures
14.4 Conclusion and Future Work
14.5 Acknowledgments
Bibliography
15 Real-Time Ptex and Vector Displacement
Karl Hillesland
15.1 Introduction
15.2 Packed Ptex
15.3 Runtime Implementation
15.4 Adding Displacement
15.5 Performance Costs
15.6 Memory Costs
15.7 Alternatives and Future Work
15.8 Conclusion
15.9 Acknowledgments
Bibliography
16 Decoupled Deferred Shading on the GPU
Gabor Liktor and Carsten Dachsbacher
16.1 Introduction
16.2 Decoupled Sampling in a Rasterization Pipeline
16.3 Shading Reuse for Deferred Shading
16.4 Implementation
16.5 Results
16.6 Acknowledgments
Bibliography
17 Tiled Forward Shading
Markus Billeter, Ola Olsson and Ulf Assarsson
17.1 Introduction
17.2 Recap: Forward, Deferred, and Tiled Shading
17.3 Tiled Forward Shading: Why?
17.4 Basic Tiled Forward Shading
17.5 Supporting Transparency
17.6 Support for MSAA
17.7 Supporting Different Shaders
17.8 Conclusion and Further Improvements
Bibliography
18 Forward+: A Step Toward Film-Style Shading in Real Time
Takahiro Harada, Jay McKee and Jason C. Yang
18.1 Introduction
18.2 Forward+
18.3 Implementation and Optimization
18.4 Results
18.5 Forward+ in the AMD Leo Demo
18.6 Extensions
18.7 Conclusion
18.8 Acknowledgments
Bibliography
19 Progressive Screen-Space Multichannel Surface Voxelization
Athanasios Gaitatzes and Georgios Papaioannou
19.1 Introduction
19.1 Overview of Voxelization Method
19.3 Progressive Voxelization for Lighting
19.5 Performance and Evaluation
19.6 Limitations
19.7 Conclusion
19.8 Acknowledgments
Bibliography
20 Rasterized Voxel-Based Dynamic Global Illumination
Hawar Doghramachi
20.1 Introduction
20.2 Overview
20.3 Implementation
20.4 Handling Large Environments
20.5 Results
20.6 Conclusion
Bibliography
21 Per-Pixel Lists for Single Pass A-Buffer
Sylvain Lefebvre, Samuel Hornus and Anass Lasram
21.1 Introduction
21.2 Linked Lists with Pointers (Lin-alloc)
21.4 Post-sort and Pre-sort
21.5 Memory Management
21.6 Implementation
21.7 Experimental Comparisons
21.8 Conclusion
21.9 Acknowledgments
Bibliography
22 Reducing Texture Memory Usage by 2-Channel Color Encoding
Krzysztof Kluczek
22.1 Introduction
22.2 Texture Encoding Algorithm
22.3 Decoding Algorithm
22.4 Encoded Image Quality
22.5 Conclusion
Bibliography
23 Particle-Based Simulation of Material Aging
Tobias Gunther, Kai Rohmer and Thorsten Grosch
23.1 Introduction
23.2 Overview
23.3 Simulation
23.4 Preview Rendering
23.5 Results
23.6 Conclusions
Bibliography
24 Simple Rasterization-Based Liquids
Martin Guay
24.1 Overview
24.2 Introduction
24.3 Simple Liquid Model
24.4 Splatting
24.5 Grid Pass
24.6 Particle Update
24.7 Rigid Obstacles
24.8 Examples
24.9 Conclusion
Bibliography
25 Next-Generation Rendering in Thief
Peter Sikachev, Samuel Delmont, Uriel Doyon and Jean-Normand Bucci
25.1 Introduction
25.2 Reflections
25.3 Contact-Hardening Shadows
25.4 Lit Particles
25.5 Compute-Shader-Based Postprocessing
25.5.3 Results
25.6 Conclusion
25.7 Acknowledgments
Bibliography
26 Grass Rendering and Simulation with LOD
Dongsoo Han and Hongwei Li
26.1 Introduction
26.2 Render Grass Blades
26.3 Simulation
26.4 Conclusion
Bibliography
27 Hybrid Reconstruction Antialiasing
Michal Drobot
27.1 Introduction
27.2 Overview
27.3 Related Work
27.4 Hybrid Antialiasing Overview
27.5 Temporally Stable Edge Antialiasing
27.6 Temporal Super-Sampling
27.7 Temporal Antialiasing (TAA)
27.8 Final Implementation
27.9 Results Discussion
27.10 Conclusion
Bibliography
28 Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering
Egor Yusov
28.1 Int...
Table of contents
- Cover
- Halftitle
- Title Page
- Copyright Page
- Table of Contents