GPU PRO 360 Guide to GPGPU
eBook - ePub

GPU PRO 360 Guide to GPGPU

Wolfgang Engel

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eBook - ePub

GPU PRO 360 Guide to GPGPU

Wolfgang Engel

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About This Book

Wolfgang Engel's GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU 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
9781351052085

Contents

Introduction
Web Materials
1 2D Distance Field Generation with the GPU
Philip Rideout
1.1 Vocabulary
1.2 Manhattan Grassfire
1.3 Horizontal-Vertical Erosion
1.4 Saito-Toriwaki Scanning with OpenCL
1.5 Signed Distance with Two Color Channels
1.6 Distance Field Applications
Bibliography
2 Order-Independent Transparency Using Per-Pixel Linked Lists
Nicolas Thibieroz
2.1 Introduction
2.2 Algorithm Overview
2.3 DirectX 11 Features Requisites
2.4 Head Pointer and Nodes Buffers
2.5 Per-Pixel Linked List Creation
2.6 Per-Pixel Linked Lists Traversal
2.7 Multisampling Antialiasing Support
2.8 Optimizations
2.9 Tiling
2.10 Conclusion
2.11 Acknowledgments
Bibliography
3 Simple and Fast Fluids
Martin Guay, Fabrice Colin, and Richard Egli
3.1 Introduction
3.2 Fluid Modeling
3.3 Solver’s Algorithm
3.4 Code
3.5 Visualization
3.6 Conclusion
Bibliography
4 A Fast Poisson Solver for OpenCL Using Multigrid Methods
Sebastien Noury, Samuel Boivin, and Olivier Le Maître
4.1 Introduction
4.2 Poisson Equation and Finite Volume Method
4.3 Iterative Methods
4.4 Multigrid Methods (MG)
4.5 OpenCL Implementation
4.6 Benchmarks
4.7 Discussion
Bibliography
5 Volumetric Transparency with Per-Pixel Fragment Lists
László Szécsi, Pál Barta and, Balázs Kovács
5.1 Introduction
5.2 Light Transport Model
5.3 Ray Decomposition
5.4 Finding Intersections with Ray Casting
5.5 Application for Particle System Rendering
5.6 Finding Intersections with Rasterization
5.7 Adding Surface Reection
5.8 Shadow Volumes
5.9 Conclusion
Bibliography
6 Practical Binary Surface and Solid Voxelization with Direct3D 11
Michael Schwarz
6.1 Introduction
6.2 Rasterization-Based Surface Voxelization
6.3 Rasterization-Based Solid Voxelization
6.4 Conservative Surface Voxelization with DirectCompute
6.5 Solid Voxelization with DirectCompute
6.6 Conclusion
Bibliography
7 Interactive Ray Tracing Using the Compute Shader in DirectX 11
Arturo García, Francisco Ávila, Sergio Murguía, and Leo Reyes
7.1 Introduction
7.2 Ray Tracing
7.3 Our Implementation
7.4 Primary Rays Stage
7.5 Intersection Stage
7.6 Color Stage
7.7 Multipass Approach
7.8 Results and Discussion
7.9 Optimization
7.10 Conclusion
7.11 Further Work
7.12 Acknowledgments
Bibliography
8 Bit-Trail Traversal for Stackless LBVH on DirectCompute
Sergio Murguía, Francisco Ávila, Leo Reyes, and Arturo García
8.1 Introduction
8.2 Ray Tracing Rendering
8.3 Global Illumination
8.4 Stackless LBVH
8.5 The SLBVH in Action
8.6 Conclusion
8.7 Acknowledgments
Bibliography
9 Real-Time JPEG Compression Using DirectCompute
Stefan Petersson
9.1 Introduction
9.2 Implementation
9.3 Performance
9.4 Conclusion
9.5 Acknowledgments
Bibliography
10 Hair Simulation in TressFX
Dongsoo Han
10.1 Introduction
10.2 Simulation Overview
10.3 Definitions
10.4 Integration
10.5 Constraints
10.6 Wind and Collision
10.7 Authoring Hair Asset
10.8 GPU Implementation
10.9 Conclusion
Bibliography
11 Object-Order Ray Tracing for Fully Dynamic Scenes
Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher
11.1 Introduction
11.2 Object-Order Ray Tracing Using the Ray Grid
11.3 Algorithm
11.4 Implementation
11.5 Results
11.6 Conclusion
Bibliography
12 Quadtrees on the GPU
Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin
12.1 Introduction
12.2 Linear Quadtrees
12.3 Scalable Grids on the GPU
12.4 Discussion
12.5 Conclusion
Bibliography
13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs
Takahiro Harada
13.1 Introduction
13.2 Rigid Body Simulation
13.3 Two-Level Constraint Solver
13.4 GPU Implementation
13.5 Comparison of Batching Methods
13.6 Results and Discussion
Bibliography
14 Non-separable 2D, 3D, and 4D Filtering with CUDA
Anders Eklund and Paul Dufort
14.1 Introduction
14.2 Non-separable Filters
14.3 Convolution vs. FFT
14.4 Previous Work
14.5 Non-separable 2D Convolution
14.6 Non-separable 3D Convolution
14.7 Non-separable 4D Convolution
14.8 Non-separable 3D Convolution, Revisited
14.9 Performance
14.10 Conclusions
Bibliography
15 Compute-Based Tiled Culling
Jason Stewart
15.1 Introduction
15.2 Overview
15.3 Implementation
15.4 Optimization
15.5 Unreal Engine 4 Results
15.6 Conclusion
15.7 Acknowledgments
Bibliography
16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer
Takahiro Harada
16.1 Introduction
16.2 Displacement Mapping
16.3 Ray Tracing a Scene with Vector Displacement Maps
16.4 Ray Tracing a Vector Displacement Patch
16.5 Integration into an OpenCL Ray Tracer
16.6 Results and Discussion
16.7 Conclusion
Bibliography
17 Smooth Probabilistic Ambient Occlusion for Volume Rendering
Thomas Kroes, Dirk Schut, and Elmar Eisemann
17.1 Introduction
17.2 Smooth Probabilistic Ambient Occlusion
17.3 Approximating Ambient Occlusion
17.4 Results
17.5 Conclusion
Bibliography
18 Octree Mapping from a Depth Camera
Dave Kotfis and Patrick Cozzi
18.1 Overview
18.2 Previous Work and Limitations
18.3 Octree Scene Representation
18.4 Rendering Techniques
18.5 Results
18.6 Conclusion and Future Work
18.7 Acknowledgment
Bibliography
19 Interactive Sparse Eulerian Fluid
Alex Dunn
19.1 Overview
19.2 Introduction
19.3 GPU Eulerian Fluid Simulation
19.4 Simulation Stages
19.5 Problems
19.6 Latency Resistant Sparse Fluid Simulation
19.7 Performance
19.8 Sparse Volume Rendering
19.9 Results
19.10 Conclusion
Bibliography
About the Contributors

Introduction

Today, the use of GPGPU is prevalent in most modern architectures. With the parallel nature of the GPU, any algorithm that can process data in parallel can generally run orders of magnitudes faster than their CPU counterparts. Therefore it makes sense to take advantage of this power, considering that suitable hardware can now be found on most common hardware configurati...

Table of contents