In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming.
Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods.
In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.
Rendering
Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus, and Anass Lasram
Reducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek
Particle-Based Simulation of Material Aging Tobias Günther, Kai Rohmer, and Thorsten Grosch
Simple Rasterization-Based Liquids Martin Guay
Lighting and Shading
Physically Based Area Lights Micha Drobot
High Performance Outdoor Light Scattering using Epipolar Sampling Egor Yusov
Volumetric Light Effects in Killzone Shadow Fall Nathan Vos
Hi-Z Screen-Space Cone-Traced Reflections Yasin Uludag
TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix
Wire Anti-Aliasing Emil Persson
Image Space
Screen Space Grass David Pangerl
Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists João Raza and Gustavo Nunes
Bokeh Effects on the SPU Serge Bernier
Mobile Devices
Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox
Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith
Bandwidth Efficient Graphics with ARM® Mali. GPUs Marius Bjørge
Efficient Morph Target Animation using OpenGL ES 3.0 James Lewis Jones
Tiled Deferred Blending Ramses Ladlani
Adaptive Scalable Texture Compression Stacy Smith
Optimizing OpenCL. Kernels for the ARM® Mali.-T600 GPUs Johan Gronqvist and Anton Lokhmotov
3D Engine Design
Quaternions Revisited Peter Sikachev, Vladimir Egorov, and Sergey Makeev
glTF: Designing an Open-Standard Runtime Asset Format Fabrice Robinet, Rémi Arnaud, Tony Parisi, and Patrick Cozzi
Managing Transformations in Hierarchy Bartosz Chodorowski and Wojciech Sterna
Compute
Hair Simulation in TressFX Dongsoo Han
Object-Order Ray Tracing for Fully Dynamic Scenes Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher
Quadtrees on the GPU Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin
Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Takahiro Harada
Non-Separable 2D, 3D, and 4D Filtering with CUDA Anders Eklund and Paul Dufort
Biography
Wolfgang Engel