GPU Pro: Advanced Rendering Techniques (Hardback) book cover

GPU Pro

Advanced Rendering Techniques

Edited by Wolfgang Engel

A K Peters/CRC Press

742 pages

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Hardback: 9781568814728
pub: 2010-06-14
$96.95
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pub: 2010-06-14
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Description

This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.

Example programs and source code can be downloaded from the book's CRC Press web page.

Reviews

Any professional programmer in the field will find something of interest in this volume. I'm thrilled to see that this collection is in color-it's about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn't go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided.

—Eric Haines, February 2010, co-author of Real-Time Rendering

I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!

—Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010

Table of Contents

MATHEMATICS, Sam Martin

GPU Color Quantization, Chi Sing Leung, Tze-Vui Ho, and Vi Xiao

Visualize Your Shadow Map Techniques, Fan Zhang, Chong Zhao, and Adrian Egli

GEOMETRY MANIPULATION, Natalya Tatarchuk

As Simple as Possible Tessellation for Interactive Applications, Tamy Boubekeur

Rule-Based Geometry Synthesis in Real-Time, Milan Magdics and Gergely Klar

GPU-Based NURBS Geometry Evaluation and Rendering, Graham Hemingway

Polygonal-Functional Hybrids for Computer Animation and Games, D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos

RENDERING TECHNIQUES, Wessam Bahnassi

Quadtree Displacement Mapping with Height Blending, Michal Drobot

NPR Effects Using the Geometry Shader, Pedro Hermosilla and Pere-Pau Vazquez

Alpha Blending as a Post-Process, Benjamin Hathaway

Virtual Texture Mapping, Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre

GLOBAL ILLUMINATION, Carsten Dachsbacher

Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination, Chris Wyman, Greg Nichols, and Jeremy Shopf

Screen-Space Directional Occlusion, Thorsten Grosch and Tobias Ritschel

Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors, Peter Dancsik and Laszlo Szecsi

IMAGE SPACE, Christopher Oat

Anisotropic Kuwahara Filtering on the GPU, Jan Eric Kyprianidis, Henry Kang, and Jiirgen Dollner

Edge Anti-Aliasing by Post-Processing, Hugh Malan

Environment Mapping with Floyd-Steinberg Halftoning, Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton Penzov

Hierarchical Item Buffers for Granular Occlusion Culling, Thomas Engelhardt and Carsten Dachsbacher

Realistic Depth of Field in Postproduction, David Illes and Peter Horvath

Real-Time Screen Space Cloud Lighting, Kaori Kubota

Screen-Space Subsurface Scattering, Jorge Jimenez and Diego Gutierrez

HANDHELD DEVICES, Kristof Beets

Migration to OpenGL ES 2.0, Ken Catterall

Touchscreen-Based User Interaction, Andrea Bizzotto

iPhone 3GS Graphics Development and Optimization Strategies, Andrew Senior

Optimizing a 3D UI Engine for Mobile Devices, Hyunwoo Ki

SHADOWS, Wolfgang Engel

Fast Conventional Shadow Filtering, Holger Gruen

Hybrid Min/Max Plane-Based Shadow Maps, Holger Gruen

Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping, Hung-Chien Liao

Screen Space Soft Shadows, Jesus Gumbau, Miguel Chover, and Mateu Sbert

3D ENGINE DESIGN, Wolfgang Engel

Multi-Fragment Effects on the GPU Using Bucket Sort, Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu

Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine, Steven Tovey and Stephen McAuley

Porting Code between Direct3D9 and OpenGL 2.0, Wojciech Sterna

Practical Thread Rendering for DirectX 9, David Pangerl

GAME POSTMORTEMS, Matthias Wloka

Stylized Rendering in Spore, Shalin Shodhan and Andrew Willmott

Rendering Techniques in Call of Juarez: Bound in Blood, Pawel Rohleder and Maciej Jamrozik

Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2, Emil Persson

Destructible Volumetric Terrain, Marek Rosa

BEYOND PIXELS AND TRIANGLES, Sebastien St-Laurent

Parallelized Implementation of Universal Visual Computer, Tze-Yui Ho, Ping-Man Lam, and Chi-Sing Leung

Accelerating Virtual Texturing Using CUDA, Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de Walle

Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels, Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann

Spatial Binning on the GPU, Christopher Oat, Joshua Barczak, and Jeremy Shopf

Real-Time Interaction between Particles and the Dynamic Mesh on the GPU, Vlad Alexandrov

About the Editor

Wolfgang Engel is the CTO & Co-Founder of Confetti Special Effects Inc. He worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books, and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and is active in several advisory boards in the industry.

Subject Categories

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