GPU Pro 4: Advanced Rendering Techniques, 1st Edition (Hardback) book cover

GPU Pro 4

Advanced Rendering Techniques, 1st Edition

Edited by Wolfgang Engel

A K Peters/CRC Press

382 pages | 171 B/W Illus.

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Hardback: 9781466567436
pub: 2013-04-26
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GPU Pro4: 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 St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications.

Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.

Table of Contents

Geometry Manipulation

Wolfgang Engel, editor

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


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


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


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

Subject Categories

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