1st Edition

GPU Pro 4 Advanced Rendering Techniques

Edited By Wolfgang Engel Copyright 2013
    384 Pages 171 B/W Illustrations
    by A K Peters/CRC Press

    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.

    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


    Wolfgang Engel