GPU Pro 360 Guide to Mobile Devices
eBook - ePub

GPU Pro 360 Guide to Mobile Devices

  1. 256 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

GPU Pro 360 Guide to Mobile Devices

About this book

Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices 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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Yes, you can access GPU Pro 360 Guide to Mobile Devices by Wolfgang Engel in PDF and/or ePUB format, as well as other popular books in Computer Science & Computer Science General. We have over one million books available in our catalogue for you to explore.

Contents

Introduction
Web Materials
1 Touchscreen-Based User Interaction
Andrea Bizzotto
1.1 Introduction
1.2 Motion Estimation
1.3 Position Prediction
1.4 Application: Controlling a Camera in a Spherical Coordinate System
1.5 Algorithm Overview
1.6 Conclusion
1.7 Ackowledgments
2 Optimizing a 3D UI Engine for Mobile Devices
Hyunwoo Ki
2.1 Overview
2.2 Optimization Methods
2.3 Conclusion
Bibliography
3 A Shader-Based eBook Renderer
Andrea Bizzotto
3.1 Overview
3.2 Page-Peeling Effect
3.3 Enabling Two Pages Side-by-Side
3.4 Improving the Look and Antialiasing Edges
3.5 Direction-Aligned Triangle Strip
3.6 Performance Optimizations and Power Consumption
3.7 Putting it Together
3.8 Future Work
3.9 Conclusion
3.10 Acknowledgments
Bibliography
4 Post-Processing Effects on Mobile Devices
Marco Weber and Peter Quayle
4.1 Overview
4.2 Technical Details
4.3 Case Study: Bloom
4.4 Implementation
4.5 Conclusion
Bibliography
5 Shader-Based Water Effects
Joe Davis and Ken Catterall
5.1 Introduction
5.2 Techniques
5.3 Optimizations
5.4 Conclusion
Bibliography
6 Realistic Real-Time Skin Rendering on Mobile
Renaldas Zioma and Ole Ciliox
6.1 Introduction
6.2 Overview
6.3 Power of Mobile GPU
6.4 Implementation
6.5 Results
6.6 Summary
Bibliography
7 Deferred Rendering Techniques on Mobile Devices
Ashley Vaughan Smith
7.1 Introduction
7.2 Review
7.3 Overview of Techniques
7.4 OpenGL ES Extensions
7.5 Conclusion and Future Work
Bibliography
8 Bandwidth Efficient Graphics with the ARM Mali GPUs
Marius Bjørge
8.1 Introduction
8.2 Shader Framebuffer Fetch Extensions
8.3 Shader Pixel Local Storage
8.4 Deferred Shading Example
8.5 Conclusion
Bibliography
9 Efficient Morph Target Animation Using OpenGL ES 3.0
James L. Jones
9.1 Introduction
9.2 Previous Work
9.3 Morph Targets
9.4 Implementation
9.5 Conclusion
9.6 Acknowledgments
Bibliography
10 Tiled Deferred Blending
Ramses Ladlani
10.1 Introduction
10.2 Algorithm
10.3 Implementation
10.4 Optimizations
10.5 Results
10.6 Conclusion
Bibliography
11 Adaptive Scalable Texture Compression
Stacy Smith
11.1 Introduction
11.2 Background
11.3 Algorithm
11.4 Getting Started
11.5 Using ASTC Textures
11.6 Quality Settings
11.7 Other Color Formats
11.8 3D Textures
11.9 Summary
Bibliography
12 Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs
Johan Gronqvist and Anton Lokhmotov
12.1 Introduction
12.2 Overview of the OpenCL Programming Model
12.3 ARM Mali-T600 GPU Series
12.4 Optimizing the Sobel Image Filter
12.5 Optimizing the General Matrix Multiplication
Acknowledgments
Bibliography
13 Hybrid Ray Tracing on a PowerVR GPU
Gareth Morgan
13.1 Introduction
13.2 Review
13.3 Combining Ray Tracing with Rasterization
13.4 Hard Shadows
13.5 Soft Shadows
13.6 Reflections
13.7 Transparency
13.8 Performance
13.9 Results
13.10 Conclusion
Bibliography
14 Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0
Daniele Di Donato
14.1 Introduction
14.2 GPU-Only Particle System
14.3 Physics Simulation
14.4 Rendering the Particles
14.5 Conclusion
Bibliography
15 Animated Characters with Shell Fur for Mobile Devices
Andrew Girdler and James L. Jones
15.1 Introduction
15.2 Overview
15.3 Creating a Shell Fur Texture
15.4 Bone Batches or Single Pass?
15.5 Model Data and Setup
15.6 Animation with TF
15.7 Instancing for Fur Shells
15.8 Lighting and Other Effects
15.9 Conclusion
Bibliography
16 High Dynamic Range Computational Photography on Mobile GPUs
Simon McIntosh-Smith, Amir Chohan, Dan Curran, and Anton Lokhmotov
16.1 Introduction
16.2 Background
16.3 Tone-Mapping Operators
16.4 Related Work
16.5 GPGPU Using OpenCL
16.6 OpenGL ES and Android
16.7 Implementing an HDR Pipeline Using OpenCL and OpenGL ES
16.8 Android Implementation
16.9 Performance of Our HDR Effects
16.10 Conclusions
Bibliography
17 Efficient Soft Shadows Based on Static Local Cubemap
Sylwester Bala and Roberto Lopez Mendez
17.1 Overview
17.2 Introduction
17.3 Algorithm Overview
17.4 What Is a Local Cubemap?
17.5 Creating a Shadow Cubemap
17.6 Applying Shadows
17.7 Smoothness
17.8 Combining the Shadow Technique with Others
17.9 Performance and Quality
17.10 Future Work
17.11 Conclusion
Bibliography
18 Physically Based Deferred Shading on Mobile
Ashley Vaughan Smith and Mathieu Einig
18.1 Introduction
18.2 Physically Based Shading
18.3 An Efficient Physically Based Deferred Renderer
18.4 Experiments
18.5 Conclusion and Future Work
Bibliography
Contributors

Introduction

With all devices now touch-driven and offering few physical keys, the effective usage of touch screens is critical. The chapter, “Touchscreen-Based User Interaction,” by Andrea Bizzotto, provides basic insight into the complexities and solutions required to achieve the best possible user-interaction and experience through a touch-based interface.
“Optimizing a 3D UI Engine for Mobile Devices,” by Hyunwoo Ki, offers early insights into optimizing a user interface for mobile devices, looking at the importance of font rendering engines and “dirty region”-based optimizations to avoid rendering more than is actually required.
The chapter, “A Shader-Based eBook Renderer," by Andrea Bizzotto illustrates a vertex-shader-based implementation of the page-peeling effect of a basic eBook renderer. It covers high-quality procedural antialiasing of the page edges, as well a...

Table of contents

  1. Cover
  2. Halftitle Page
  3. Title Page
  4. Copyright
  5. Table of Contents