GPU Pro 4 : Advanced Rendering Techniques book cover
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GPU Pro 4
Advanced Rendering Techniques




ISBN 9781466567436
Published April 26, 2013 by A K Peters/CRC Press
382 Pages 171 B/W Illustrations

 
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Book Description

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

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

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