GPU Pro
eBook - PDF

GPU Pro

Advanced Rendering Techniques

  1. 742 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

GPU Pro

Advanced Rendering Techniques

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

  1. Front Cover
  2. Contents
  3. Acknowledgments
  4. Web Materials
  5. I. Mathematics
  6. 1. GPU Color Quantization
  7. 2. Visualize Your Shadow Map Techniques
  8. II. Geometry Manipulation
  9. 1. As Simple as Possible Tessellation for Interactive Applications
  10. 2. Rule-Based Geometry Synthesis in Real-Time
  11. 3. GPU-Based NURBS Geometry Evaluation and Rendering
  12. 4. Polygonal-Functional Hybrids for Computer Animation and Games
  13. III. Rendering Techniques
  14. 1. Quadtree Displacement Mapping with Height Blending
  15. 2. NPR Effects Using the Geometry Shader
  16. 3. Alpha Blending as a Post-Process
  17. 4. Virtual Texture Mapping 101
  18. IV. Global Illumination
  19. 1. Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination
  20. 2. Screen-Space Directional Occlusion
  21. 3. Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors
  22. V. Image Space
  23. 1. Anisotropic Kuwahara Filtering on the GPU
  24. 2. Edge Anti-aliasing by Post-Processing
  25. 3. Environment Mapping with Floyd-Steinberg Halftoning
  26. 4. Hierarchical Item Buffers for Granular Occlusion Culling
  27. 5. Realistic Depth of Field in Postproduction
  28. 6. Real-Time Screen Space Cloud Lighting
  29. 7. Screen-Space Subsurface Scattering
  30. VI. Handheld Devices
  31. 1. Migration to OpenGL ES 2.0
  32. 2. Touchscreen-Based User Interaction
  33. 3. iPhone 3GS Graphics Development and Optimization Strategies
  34. 4. Optimizing a 3D UI Engine for Mobile Devices
  35. VII. Shadows
  36. 1. Fast Conventional Shadow Filtering
  37. 2. Hybrid Min/Max Plane-Based Shadow Maps
  38. 3. Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping
  39. 4. Screen Space Soft Shadows
  40. VIII. 3D Engine Design
  41. 1. Multi-Fragment Effects on the GPU Using Bucket Sort
  42. 2. Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine
  43. 3. Porting Code between Direct3D9 and OpenGL 2.0
  44. 4. Practical Thread Rendering for DirectX 9
  45. IX. Game Postmortems
  46. 1. Stylized Rendering in Spore
  47. 2. Rendering Techniques in Call of Juarez: Bound in Blood
  48. 3. Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2
  49. 4. Destructible Volumetric Terrain
  50. X. Beyond Pixels and Triangles
  51. 1. Parallelized Implementation of Universal Visual Computer
  52. 2. Accelerating Virtual Texturing Using CUDA
  53. 3. Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels
  54. 4. Spatial Binning on the GPU
  55. 5. Real-Time Interaction between Particles and the Dynamic Mesh on the GPU
  56. Section Editors
  57. Contributors
  58. Back Cover