GPU PRO 3: Advanced Rendering Techniques, 1st Edition (Hardback) book cover

GPU PRO 3

Advanced Rendering Techniques, 1st Edition

Edited by Wolfgang Engel

A K Peters/CRC Press

408 pages

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Hardback: 9781439887820
pub: 2012-02-21
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pub: 2012-02-21
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Description

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.

Sample programs and source code are available for download on the book's CRC Press web page.

Reviews

GPU Pro3 is a guide to high-end computer graphics for video games and computer animation. Discussing the latest advancements in technology and graphical artistry, taken from fifty of the industry’s best, it covers tips on creating interesting geometry, shading, illumination shadows, optimizing 3D engines, and much more. GPU Pro3 is presented with full-color photos of graphical examples, charts, indexes, glossaries, and much more, making it an ideal addition to community and college collections catering to technology and artistic design.

Wisconsin Bookwatch, April 2012

Table of Contents

Geometry Manipulation, Wolfgang Engel, editor

Vertex Shader Tesselation, Holger Gruen

Real-time Deformable Terrain Rendering, Egor Yusov

Optimized Stadium Crowd Rendering, Alan Chambers

Geometric Anti-Aliasing Methods, Emil Persson

Rendering, Christopher Oat, editor

Practical Elliptical Texture Filtering, Pavlos Mavridis and Georgios Papaioannou

An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering, Christian Schüler

Volumetric Real-Time Water and Foam Rendering, Daniel Scherzer, Florian Bagar and Oliver Mattausch

CryENGINE 3, Tiago Sousa, Nick Kasyan, and Nicolas Schulz

Inexpensive Anti-Aliasing of Simple Objects, Mikkel Gjol and Mark Gjol

Global Illumination Effects, Carsten Dachsbacher, editor

Ray-traced Approximate Reflections Using a Grid of Oriented Splats, Holger Gruen

Screen-space Bent Cones: A Practical Approach, Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel

Real-time Near-field Global Illumination Based on a Voxel Model, Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, and Stefan Mueller

Shadows, Wolfgang Engel, editor

Efficient Online Visibility for Shadow Maps, Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer, and Michael Wimmer

Depth Rejected Gobo Shadows, John White

3D Engine Design, Wessam Bahnassi, editor

Z3 Culling, Pascal Gautron, Jean-Eudes Marvie and Gaël Sourimant

Quaternion-based Rendering Pipeline, Dzmitry Malyshau

Implementing a Directionally Adaptive Edge AA Filter using DirectX 11, Matthew Johnson

Designing a Data-Driven Renderer, Donal Revie

GPGPU, Sebastien St-Laurent, editor

Volumetric transparency with Per-Pixel Fragment Lists," Laszlo Szecsi, Pal Barta, and Balazs Kovacs

Practical Binary Surface and Solid Voxelization with Direct3D 11, Michael Schwarz

Interactive Ray Tracing Using the Compute Shader in DirectX 11, Arturo Garca, Francisco Avila, Sergio Murgua, and Leo Reyes

Contributors

Subject Categories

BISAC Subject Codes/Headings:
COM012000
COMPUTERS / Computer Graphics
COM012040
COMPUTERS / Programming / Games