GPU Pro 7: Advanced Rendering Techniques, 1st Edition (Hardback) book cover

GPU Pro 7

Advanced Rendering Techniques, 1st Edition

Edited by Wolfgang Engel

A K Peters/CRC Press

306 pages | 215 Color Illus.

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pub: 2016-04-27
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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

About the Editor

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.

Subject Categories

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