384 Pages
171 B/W Illustrations
by
A K Peters/CRC Press
382 Pages
by
A K Peters/CRC Press
Also available as eBook on:
GPU Pro 4 : Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics.
Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien... Read more
Geometry Manipulation
GPU Terrain Subdivision and Tessellation
Benjamin Mistal
Introducing the Programmable Vertex Pulling Rendering Pipeline
Christophe Riccio and Sean Lilley
A WebGL Globe Rendering Pipeline
Patrick Cozzi and Daniel Bagnell
Rendering
Christopher Oat and Carsten Dachsbacher, editors
Practical Planar Reflections using Cubemaps and Image Proxies
Sébastien Lagarde and Antoine Zanuttini
Real-Time Ptex and Vector Displacement
Karl Hillesland
Decoupled Deferred Shading on the GPU
Gábor Liktor and Carsten Dachsbacher
Tiled Forward Shading
Markus Billeter, Ola Olsson, and Ulf Assarsson
Forward+: A Step Toward Film-Style Shading in Real Time
Takahiro Harada, Jay McKee, and Jason C. Yang
Progressive Screen-Space Multi-Channel Surface Voxelization
Athanasios Gaitatzes and Georgios Papaioannou
Rasterized Voxel-Based Dynamic Global Illumination
Hawar Doghramachi
Image Space
Michal Valient, editor
The `Skylands' Depth-of-Field Shader
Michael Bukowski, Padraic Hennessy, Brian Osman, and Morgan McGuire
Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods
David C. Schedl and Michael Wimmer
Second-Depth Anti-Aliasing
Emil Persson
Practical Frame Buffer Compression
Pavlos Mavridis and Georgios Papaioannou
Coherence-Enhancing Filtering on the GPU
Jan Eric Kyprianidis and Henry Kang
Shadows
Wolfgang Engel, editor
Real-Time Deep Shadow Maps
René Fürst, Oliver Mattausch, and Daniel Scherzer
Game Engine Design
Wessam Bahnassi, editor
An Aspect-Based Engine Architecture
Donald Review
Kinect Programming with Direct3D 11
Jason Zink
A Pipeline for Authored Structural Damage
Homam Bahnassi and Wessam Bahnassi
GPGPU
Sebastien St-Laurent, editor
Bit-Trail Traversal for Stackless LBVH on DirectCompute
Sergio Murguía, Francisco Ávila, Leo Reyes, and Arturo García
Real-Time JPEG Compression using DirectCompute
Stefan Petersson
Biography
Wolfgang Engel






