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.
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
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