GPU Pro 2 (Hardback) book cover

GPU Pro 2

By Wolfgang Engel

© 2011 – A K Peters/CRC Press

470 pages

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pub: 2011-02-14
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Description

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

Source code and other materials are available for download on the book's CRC Press web page.

Reviews

Praise for GPU Pro:

Any professional programmer in the field will find something of interest in this volume. I’m thrilled to see that this collection is in color—it’s about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn’t go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided.

—Eric Haines, co-author of Real-Time Rendering, February 2010

I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!

—Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010

Table of Contents

GEOMETRY MANIPULATION, Wolfgang Engel, editor

Terrain and Ocean Rendering with Hardware Tessellation, Xavier Bonaventura

DirectX 11 Graphics Pipeline

Definition of Geometry

Vertex Position, Vertex Normal, and Texture Coordinates

Tessellation Correction Depending on the Camera Angle

Conclusions

Bibliography

Practical and Realistic Facial Wrinkles Animation, Jorge Jimenez, Jose I. Echevarria, Christopher Oat, and Diego Gutierrez

Background

Our Algorithm

Results

Discussion

Conclusion

Acknowledgments

Bibliography

Procedural Content Generation on the GPU 29, Aleksander Netzel and Pawel Rohleder

Abstract

Introduction

Terrain Generation and Rendering

Environmental Effects

Putting It All Together

Conclusions and Future Work

Bibliography

RENDERING, Christopher Oat, editor

Pre-Integrated Skin Shading, Eric Penner and George Borshukov

Introduction

Background and Previous Work

Pre-Integrating the Effects of Scattering

Scattering and Difuse Light

Scattering and Normal Maps

Shadow Scattering

Conclusion and Future Work

Appendix A: Lookup Textures

Appendix B: Simpli ed Skin Shader

Bibliography

Implementing Fur Using Deferred Shading, Donald Revie

Deferred Rendering .

Fur

Techniques

Fur Implementation Details

Conclusion

Acknowledgments

Bibliography

Large-Scale Terrain Rendering for Outdoor Games, Ferenc Pintér

Introduction

Content Creation and Editing

Runtime Shading

Performance

Possible Extensions

Acknowledgments

Bibliography

Practical Morphological Antialiasing, Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez

Overview

Detecting Edges

Obtaining Blending Weights

Blending with the Four-Neighborhood

Results

Discussion

Conclusion

Acknowledgments

Bibliography

Volume Decals, Emil Persson

Introduction

Decals as Volumes

Conclusions

Bibliography

GLOBAL ILLUMINATION EFFECTS, Carsten Dachsbacher, editor

Temporal Screen-Space Ambient Occlusion, Oliver Mattausch, Daniel Scherzer, and Michael Wimmer

Introduction .

Ambient Occlusion

Reverse Reprojection

Our Algorithm

SSAO Implementation

Results

Discussion and Limitations

Conclusions

Bibliography .

Level-of-Detail and Streaming Optimized Irradiance Normal Mapping, Ralf Habel, Anders Nilsson, and Michael Wimmer

Introduction

Calculating Directional Irradiance

H-Basis

Implementation

Results

Conclusion

Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase

Bibliography

Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing, Holger Gruen

Overview

Introduction

Phase 1: Computing Indirect Illumination without Indirect Shadows

Phase 2: Constructing a 3D Grid of Blockers

Phase 3: Computing the Blocked Portion of Indirect Light

Future Work

Bibliography

Real-Time Approximation of Light Transport in Translucent Homogenous Media, Colin Barré-Brisebois and Marc Bouchard

Introduction

In Search of Translucency

The Technique: The Way Out is Through

Performance

Discussion

Conclusion

Demo

Acknowledgments

Bibliography

Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes, Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher

Introduction

Overview

Algorithm Detail Description

Injection Stage

Optimizations

Results

Conclusion

Acknowledgments

Bibliography

SHADOWS, Wolfgang Engel, editor

Variance Shadow Maps Light-Bleeding Reduction Tricks, Wojciech Sterna

Introduction

VSM Overview

Light-Bleeding

Solutions to the Problem.

Sample Application

Conclusion

Bibliography

Fast Soft Shadows via Adaptive Shadow Maps, Pavlo Turchyn

Percentage-Closer Filtering with Large Kernels

Application to Adaptive Shadow Maps

Soft Shadows with Variable Penumbra Size

Results

Bibliography

Adaptive Volumetric Shadow Maps, Marco Salvi, Kiril Vidim□ce, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr

Introduction and Previous Approaches

Algorithm and Implementation .

Comparisons

Conclusions and Future Work

Acknowledgments

Bibliography

Fast Soft Shadows with Temporal Coherence, Daniel Scherzer, Michael Schwarzler and Oliver Mattausch

Introduction

Algorithm

Comparison and Results

Bibliography

Mipmapped Screen-Space Soft Shadows, Alberto Aguado and Eugenia Montiel

Introduction and Previous Work

Penumbra Width

Screen-Space Filter

Filtering Shadows

Mipmap Level Selection

Multiple Occlusions

Discussion

Bibliography

HANDHELD DEVICES, Kristof Beets, editor

A Shader-Based eBook Renderer, Andrea Bizzotto

Overview

Page-Peeling Effect

Enabling Two Pages Side-by-Side

Improving the Look and Antialiasing Edges

Direction-Aligned Triangle Strip

Performance Optimizations and Power Consumption

Putting it Together

Future Work

Conclusion

Acknowledgments

Bibliography

Post-Processing Effects on Mobile Devices, Marco Weber and Peter Quayle

Overview

Technical Details

Case Study: Bloom

Implementation

Conclusion

Bibliography

Shader-Based Water Effects, Joe Davis and Ken Catterall

Introduction

Techniques

Optimizations

Conclusion

Bibliography

3D ENGINE DESIGN, Wessam Bahnassi, editor

Practical, Dynamic Visibility for Games, Stephen Hill and Daniel Collin

Introduction

Surveying the Field

Query Quandaries

Wish List

Conviction Solution

Battlefield Solution

Future Development

Conclusion

Acknowledgments

Bibliography

Shader Amortization using Pixel Quad Message Passing, Eric Penner

Introduction

Background and Related Work

Pixel Derivatives and Pixel Quads

Pixel Quad Message Passing

PQA Initialization

Limitations of PQA

Cross Bilateral Sampling

Convolution and Blurring

Percentage Closer Filtering

Discussion

Appendix A: Hardware Support

Bibliography

A Rendering Pipeline for Real-Time Crowds, Benjamín Hernández and Isaac Rudomin

System Overview

Populating the Virtual Environment and Behavior

View-Frustum Culling

Level of Detail Sorting

Animation and Draw Instanced

Results

Conclusions and Future Work

Acknowledgments

Bibliography

GPGPU, Sebastien St-Laurent, editor

2D Distance Field Generation with the GPU, Philip Rideout

Vocabulary

Manhattan Grassfire

Horizontal-Vertical Erosion

Saito-Toriwaki Scanning with OpenCL

Signed Distance with Two Color Channels

Distance Field Applications

Bibliography

Order-Independent Transparency using Per-Pixel Linked Lists, Nicolas Thibieroz

Introduction

Algorithm Overview

DirectX 11 Features Requisites

Head Pointer and Nodes Buers

Per-Pixel Linked List Creation

Per-Pixel Linked Lists Traversal

Multisampling Antialiasing Support

Optimizations

Tiling

Conclusion

Acknowledgments

Bibliography

Simple and Fast Fluids, Martin Guay, Fabrice Colin, and Richard Egli

Introduction

Fluid Modeling

Solver's Algorithm

Code

Visualization

Conclusion

Bibliography

A Fast Poisson Solver for OpenCL using Multigrid Methods, Sebastien Noury, Samuel Boivin, and Olivier Le Maître

Introduction

Poisson Equation and Finite Volume Method

Iterative Methods

Multigrid Methods (MG)

OpenCL Implementation

Benchmarks

Discussion

Bibliography

Subject Categories

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