
- 742 pages
- English
- PDF
- Available on iOS & Android
eBook - PDF
About this book
This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasi
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Yes, you can access GPU Pro 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
Table of contents
- Front Cover
- Contents
- Acknowledgments
- Web Materials
- I. Mathematics
- 1. GPU Color Quantization
- 2. Visualize Your Shadow Map Techniques
- II. Geometry Manipulation
- 1. As Simple as Possible Tessellation for Interactive Applications
- 2. Rule-Based Geometry Synthesis in Real-Time
- 3. GPU-Based NURBS Geometry Evaluation and Rendering
- 4. Polygonal-Functional Hybrids for Computer Animation and Games
- III. Rendering Techniques
- 1. Quadtree Displacement Mapping with Height Blending
- 2. NPR Effects Using the Geometry Shader
- 3. Alpha Blending as a Post-Process
- 4. Virtual Texture Mapping 101
- IV. Global Illumination
- 1. Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination
- 2. Screen-Space Directional Occlusion
- 3. Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors
- V. Image Space
- 1. Anisotropic Kuwahara Filtering on the GPU
- 2. Edge Anti-aliasing by Post-Processing
- 3. Environment Mapping with Floyd-Steinberg Halftoning
- 4. Hierarchical Item Buffers for Granular Occlusion Culling
- 5. Realistic Depth of Field in Postproduction
- 6. Real-Time Screen Space Cloud Lighting
- 7. Screen-Space Subsurface Scattering
- VI. Handheld Devices
- 1. Migration to OpenGL ES 2.0
- 2. Touchscreen-Based User Interaction
- 3. iPhone 3GS Graphics Development and Optimization Strategies
- 4. Optimizing a 3D UI Engine for Mobile Devices
- VII. Shadows
- 1. Fast Conventional Shadow Filtering
- 2. Hybrid Min/Max Plane-Based Shadow Maps
- 3. Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping
- 4. Screen Space Soft Shadows
- VIII. 3D Engine Design
- 1. Multi-Fragment Effects on the GPU Using Bucket Sort
- 2. Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine
- 3. Porting Code between Direct3D9 and OpenGL 2.0
- 4. Practical Thread Rendering for DirectX 9
- IX. Game Postmortems
- 1. Stylized Rendering in Spore
- 2. Rendering Techniques in Call of Juarez: Bound in Blood
- 3. Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2
- 4. Destructible Volumetric Terrain
- X. Beyond Pixels and Triangles
- 1. Parallelized Implementation of Universal Visual Computer
- 2. Accelerating Virtual Texturing Using CUDA
- 3. Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels
- 4. Spatial Binning on the GPU
- 5. Real-Time Interaction between Particles and the Dynamic Mesh on the GPU
- Section Editors
- Contributors
- Back Cover