1st Edition

GPU PRO 3 Advanced Rendering Techniques

Edited By Wolfgang Engel Copyright 2012
    408 Pages
    by A K Peters/CRC Press

    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.

    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


    Wolfgang Engel

    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