GPU Pro 7 : Advanced Rendering Techniques book cover
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GPU Pro 7
Advanced Rendering Techniques




ISBN 9781498742535
Published April 27, 2016 by A K Peters/CRC Press
320 Pages 215 Color Illustrations

 
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Book Description

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.

Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies.

The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.

The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples.

In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page.

Table of Contents

GEOMETRY MANIPULATION

Deferred Snow Deformation in Rise of the Tomb Raider
Anton Kai Michels and Peter Sikachev
Introduction
Terminology
Related Work
Snow Deformation: The Basic Approach
Deferred Deformation
Filling the Trail over Time
Hardware Tessellation and Performance
Future Applications
Acknowledgements
Bibliography

Catmull–Clark Subdivision Surfaces
Wade Brainerd
Introduction
The Call of Duty Method
Regular Patches
Irregular Patches
Filling Cracks
Going Further
Conclusion
Acknowledgments
Bibliography

LIGHTING

Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12
Kevin Örtegren and Emil Persson
Introduction
Conservative Rasterization
Implementation
Shading
Results and Analysis
Conclusion
Bibliography

Fine Pruned Tiled Light Lists
Morten S. Mikkelsen
Overview
Introduction
Our Method
Implementation Details
Engine Integration
Results
Conclusion
Acknowledgments
Bibliography

Deferred Attribute Interpolation Shading
Christoph Schied and Carsten Dachsbacher
Introduction
Algorithm
Implementation
Results
Conclusion
Bibliography

Real-Time Volumetric Cloudscapes
Andrew Schneider
Overview
Introduction
Cloud Modeling
Cloud Lighting
Cloud Rendering
Conclusion and Future Work
Acknowledgments
Bibliography

RENDERING

Adaptive Virtual Textures
Ka Chen
Introduction
Procedural Virtual Textures Basics
Adaptive Virtual Textures
Virtual Texture Best Practices
Conclusion
Bibliography

Deferred Coarse Pixel Shading
Rahul P. Sathe and Tomasz Janczak
Overview
Introduction and Background
Algorithm
Performance
Conclusion
Bibliography

Progressive Rendering Using Multi-Frame Sampling
Daniel Limberger, Karsten Tausche, Johannes Linke, and Jürgen Döllner
Introduction
Approach
Multi-Frame Rendering Techniques
Conclusion and Future Work
Bibliography

MOBILE DEVICES

Efficient Soft Shadows Based on Static Local Cubemap
Sylwester Bala and Roberto Lopez Mendez
Overview
Introduction
Algorithm Overview
What Is a Local Cubemap?
Creating a Shadow Cubemap
Applying Shadows
Smoothness
Combining the Shadow Technique with Others
Performance and Quality
Future Work
Conclusion
Bibliography

Physically Based Deferred Shading on Mobile
Ashley Vaughan Smith and Mathieu Einig
Introduction
Physically Based Shading
An Efficient Physically Based Deferred Renderer
Experiments
Conclusion and Future Work
Bibliography

3D ENGINE DESIGN

Interactive Cinematic Particles
Homam Bahnassi and Wessam Bahnassi
Introduction
Background
Challenges and Previous Work
Interactive Cinematic Particles (ICP) System Outline
Data Authoring Workflow
Offline Build Process
Runtime Execution
Additional Notes
Conclusion
Acknowledgment
Bibliography

Real-Time BC6H Compression on GPU
Krzysztof Narkowicz
Introduction
BC6H Details
Compression Algorithm
Results
Possible Extensions
Conclusion
Acknowledgments
Bibliography

A 3D Visualization Tool Used for Test Automation in the Forza Series
Gustavo Bastos Nunes
Introduction
Collision Mesh Issues
Detecting the Issues
Visualization
Navigation
Workflow
Conclusion
Acknowledgments
Bibliography

Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs
Takahiro Harada
Introduction
Load Balancing Methods
Semi-Static Load Balancing
Results and Discussion
Acknowledgment
Bibliography

COMPUTE

Octree Mapping from a Depth Camera
Dave Kotfis and Patrick Cozzi
Overview
Previous Work and Limitations
Octree Scene Representation
Rendering Techniques
Results
Conclusion and Future Work
Acknowledgment
Bibliography

Interactive Sparse Eulerian Fluid
Alex Dunn
Overview
Introduction
GPU Eulerian Fluid Simulation
Simulation Stages
Problems
Latency Resistant Sparse Fluid Simulation
Performance
Sparse Volume Rendering
Results
Conclusion
Bibliography

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Editor(s)

Biography

Wolfgang Engel is the CEO of Confetti Special Effects, a think tank for advanced real-time graphics for the games and movie industries in Encinitas, California. He previously worked in Rockstar's core technology group as the lead graphics programmer. He has edited books on several subjects, including ShaderX and GPU Pro. He also speaks on graphics programming at conferences worldwide. He is an MVP DirectX since July 2006 and is active on several advisory boards in the industry.

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