1st Edition

GPU Pro Advanced Rendering Techniques

Edited By Wolfgang Engel Copyright 2010
    740 Pages
    by A K Peters/CRC Press

    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. 

    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

    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

    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


    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.

    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