1st Edition

GPU Pro 360 Guide to Geometry Manipulation

Edited By Wolfgang Engel Copyright 2018
    342 Pages
    by A K Peters/CRC Press

    341 Pages
    by A K Peters/CRC Press

    Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

    Key Features:

    • Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
    • Covers specific challenges involved in creating games on various platforms
    • Explores the latest developments in the rapidly evolving field of real-time rendering
    • Takes a practical approach that helps graphics programmers solve their daily challenges

    chapter 1  As Simple as Possible Tessellation for Interactive Applications
    chapter 2  Rule-Based Geometry Synthesis in Real-Time
    chapter 3  GPU-Based NURBS Geometry Evaluation and Rendering
    chapter 4 Polygonal-Functional Hybrids for Computer Animation and Games
    chapter 5 Terrain and Ocean Rendering with Hardware Tessellation
    chapter 6  Practical and Realistic Facial Wrinkles Animation
    chapter 7  Procedural Content Generation
    chapter 8 Vertex Shader Tessellation
    chapter 9 Optimized Stadium Crowd Rendering
    chapter 10 Geometric Antialiasing Methods
    chapter 11 GPU Terrain Subdivision and Tessellation
    chapter 12 Vertex Pulling Rendering Pipeline
    chapter 13 WebGL Globe Renderign Pipeline
    chapter 14 Dynamic GPU Terrain
    chapter 15 Bandwidth Efficient Procedural Meshes in the GPU via Tessellation
    chapter 16 Real-Time Deformation of Subdivision Surfaces on Object Collisions
    chapter 17 Realistic Volumetric Explosions in Games
    chapter 18 Deferred Snow Deformation in Tomb Raider
    chapter 19 Catmull-Clark Subdivision Studies

    Biography

    Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the gaming and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.