1st Edition

GPU Pro 360 Guide to Image Space

By Wolfgang Engel Copyright 2019
    231 Pages
    by A K Peters/CRC Press

    232 Pages
    by A K Peters/CRC Press

    Wolfgang Engel’s GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

    Key Features:

    • Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
    • Covers specific challenges involved in creating games on various platforms
    • Explores the latest developments in rapidly evolving field of real-time rendering
    • Takes practical approach that helps graphics programmers solve their daily challenges

    Ch 1 Anisotropic Kuwahara Filtering on t herr rGPU; Ch 2 Edge Anti-aliasing by Post-Processing; Ch 3 Environmental Mapping with Floyd-Steinberg Halftonong; Ch 4 Hierarchical Item Buffers for Granular Occlusion Culling; Ch 5 Realistic Depth of Field Post-production; Ch 6 Real-Time Screen Space Cloud Lighting; Ch 7 Screen-Space Subsurface Scattering; Ch 8 The Skylanders SWAP Force Depth-of-Field Shader; Ch 9 Simulating Partial Occlusion in Post-Processing Depth-of-Fieldfd Methods; Ch 10 Second-Depth Antialiasing; Ch 11 Practical Frame Buffer Compression; Ch 12 Coherence-Enhancing Filtering on the GPU; Ch 13 Screen Space Gras; Ch 14 Screen-Space Deformable Meshes via CSG with Per-Pixel; Ch 15 Broken Effects on the SPU

    Biography

    Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries.  Previously he worked in Rockstar's core technology group as the lead graphics programmer.