GPU Pro 5: Advanced Rendering Techniques, 1st Edition (Hardback) book cover

GPU Pro 5

Advanced Rendering Techniques, 1st Edition

Edited by Wolfgang Engel

A K Peters/CRC Press

522 pages | 234 Color Illus.

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Hardback: 9781482208634
pub: 2014-05-20
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Description

In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge 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 covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods.

In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.

Table of Contents

Rendering

Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus, and Anass Lasram

Reducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek

Particle-Based Simulation of Material Aging Tobias Günther, Kai Rohmer, and Thorsten Grosch

Simple Rasterization-Based Liquids Martin Guay

Lighting and Shading

Physically Based Area Lights Micha Drobot

High Performance Outdoor Light Scattering using Epipolar Sampling Egor Yusov

Volumetric Light Effects in Killzone Shadow Fall Nathan Vos

Hi-Z Screen-Space Cone-Traced Reflections Yasin Uludag

TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix

Wire Anti-Aliasing Emil Persson

Image Space

Screen Space Grass David Pangerl

Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists João Raza and Gustavo Nunes

Bokeh Effects on the SPU Serge Bernier

Mobile Devices

Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox

Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith

Bandwidth Efficient Graphics with ARM® Mali. GPUs Marius Bjørge

Efficient Morph Target Animation using OpenGL ES 3.0 James Lewis Jones

Tiled Deferred Blending Ramses Ladlani

Adaptive Scalable Texture Compression Stacy Smith

Optimizing OpenCL. Kernels for the ARM® Mali.-T600 GPUs Johan Gronqvist and Anton Lokhmotov

3D Engine Design

Quaternions Revisited Peter Sikachev, Vladimir Egorov, and Sergey Makeev

glTF: Designing an Open-Standard Runtime Asset Format Fabrice Robinet, Rémi Arnaud, Tony Parisi, and Patrick Cozzi

Managing Transformations in Hierarchy Bartosz Chodorowski and Wojciech Sterna

Compute

Hair Simulation in TressFX Dongsoo Han

Object-Order Ray Tracing for Fully Dynamic Scenes Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher

Quadtrees on the GPU Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin

Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Takahiro Harada

Non-Separable 2D, 3D, and 4D Filtering with CUDA Anders Eklund and Paul Dufort

Subject Categories

BISAC Subject Codes/Headings:
COM012000
COMPUTERS / Computer Graphics
COM012040
COMPUTERS / Programming / Games