Engel | GPU Pro 2 | E-Book | www.sack.de
E-Book

E-Book, Englisch, 470 Seiten

Engel GPU Pro 2


Erscheinungsjahr 2012
ISBN: 978-1-4398-6560-6
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: 0 - No protection

E-Book, Englisch, 470 Seiten

ISBN: 978-1-4398-6560-6
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: 0 - No protection



This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.
Source code and other materials are available for download on the book's CRC Press web page.

Engel GPU Pro 2 jetzt bestellen!

Zielgruppe


Graphics programmers and researchers.


Autoren/Hrsg.


Weitere Infos & Material


GEOMETRY MANIPULATION, Wolfgang Engel, editor
Terrain and Ocean Rendering with Hardware Tessellation, Xavier Bonaventura
DirectX 11 Graphics Pipeline

Definition of Geometry

Vertex Position, Vertex Normal, and Texture Coordinates
Tessellation Correction Depending on the Camera Angle
Conclusions
Bibliography

Practical and Realistic Facial Wrinkles Animation, Jorge Jimenez, Jose I. Echevarria, Christopher Oat, and Diego Gutierrez
Background
Our Algorithm

Results

Discussion

Conclusion

Acknowledgments
Bibliography

Procedural Content Generation on the GPU 29, Aleksander Netzel and Pawel Rohleder
Abstract
Introduction

Terrain Generation and Rendering

Environmental Effects
Putting It All Together

Conclusions and Future Work
Bibliography

RENDERING, Christopher Oat, editor
Pre-Integrated Skin Shading, Eric Penner and George Borshukov
Introduction
Background and Previous Work

Pre-Integrating the Effects of Scattering

Scattering and Difuse Light

Scattering and Normal Maps

Shadow Scattering

Conclusion and Future Work

Appendix A: Lookup Textures

Appendix B: Simpli ed Skin Shader

Bibliography

Implementing Fur Using Deferred Shading, Donald Revie
Deferred Rendering.
Fur

Techniques

Fur Implementation Details

Conclusion

Acknowledgments

Bibliography

Large-Scale Terrain Rendering for Outdoor Games, Ferenc Pintér
Introduction

Content Creation and Editing

Runtime Shading

Performance
Possible Extensions

Acknowledgments
Bibliography

Practical Morphological Antialiasing, Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez
Overview

Detecting Edges

Obtaining Blending Weights

Blending with the Four-Neighborhood
Results

Discussion

Conclusion

Acknowledgments
Bibliography

Volume Decals, Emil Persson
Introduction
Decals as Volumes

Conclusions
Bibliography

GLOBAL ILLUMINATION EFFECTS, Carsten Dachsbacher, editor
Temporal Screen-Space Ambient Occlusion, Oliver Mattausch, Daniel Scherzer, and Michael Wimmer
Introduction.
Ambient Occlusion
Reverse Reprojection

Our Algorithm

SSAO Implementation

Results
Discussion and Limitations

Conclusions

Bibliography.

Level-of-Detail and Streaming Optimized Irradiance Normal Mapping, Ralf Habel, Anders Nilsson, and Michael Wimmer
Introduction

Calculating Directional Irradiance

H-Basis

Implementation

Results

Conclusion

Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase

Bibliography

Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing, Holger Gruen
Overview

Introduction

Phase 1: Computing Indirect Illumination without Indirect Shadows
Phase 2: Constructing a 3D Grid of Blockers
Phase 3: Computing the Blocked Portion of Indirect Light
Future Work
Bibliography

Real-Time Approximation of Light Transport in Translucent Homogenous Media, Colin Barré-Brisebois and Marc Bouchard
Introduction

In Search of Translucency

The Technique: The Way Out is Through

Performance
Discussion
Conclusion

Demo
Acknowledgments
Bibliography

Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes, Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher
Introduction

Overview

Algorithm Detail Description

Injection Stage
Optimizations
Results
Conclusion

Acknowledgments
Bibliography

SHADOWS, Wolfgang Engel, editor
Variance Shadow Maps Light-Bleeding Reduction Tricks, Wojciech Sterna
Introduction

VSM Overview

Light-Bleeding
Solutions to the Problem.
Sample Application

Conclusion

Bibliography

Fast Soft Shadows via Adaptive Shadow Maps, Pavlo Turchyn
Percentage-Closer Filtering with Large Kernels
Application to Adaptive Shadow Maps

Soft Shadows with Variable Penumbra Size

Results
Bibliography

Adaptive Volumetric Shadow Maps, Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr
Introduction and Previous Approaches

Algorithm and Implementation.
Comparisons

Conclusions and Future Work

Acknowledgments

Bibliography

Fast Soft Shadows with Temporal Coherence, Daniel Scherzer, Michael Schwarzler and Oliver Mattausch
Introduction

Algorithm

Comparison and Results
Bibliography

Mipmapped Screen-Space Soft Shadows, Alberto Aguado and Eugenia Montiel
Introduction and Previous Work

Penumbra Width

Screen-Space Filter
Filtering Shadows

Mipmap Level Selection

Multiple Occlusions
Discussion
Bibliography

HANDHELD DEVICES, Kristof Beets, editor
A Shader-Based eBook Renderer, Andrea Bizzotto
Overview

Page-Peeling Effect

Enabling Two Pages Side-by-Side

Improving the Look and Antialiasing Edges

Direction-Aligned Triangle Strip

Performance Optimizations and Power Consumption

Putting it Together

Future Work

Conclusion

Acknowledgments
Bibliography

Post-Processing Effects on Mobile Devices, Marco Weber and Peter Quayle
Overview

Technical Details
Case Study: Bloom

Implementation

Conclusion

Bibliography

Shader-Based Water Effects, Joe Davis and Ken Catterall
Introduction

Techniques
Optimizations

Conclusion

Bibliography

3D ENGINE DESIGN, Wessam Bahnassi, editor
Practical, Dynamic Visibility for Games, Stephen Hill and Daniel Collin
Introduction

Surveying the Field

Query Quandaries

Wish List

Conviction Solution

Battlefield Solution

Future Development
Conclusion

Acknowledgments

Bibliography

Shader Amortization using Pixel Quad Message Passing, Eric Penner
Introduction

Background and Related Work

Pixel Derivatives and Pixel Quads

Pixel Quad Message Passing

PQA Initialization

Limitations of PQA
Cross Bilateral Sampling

Convolution and Blurring

Percentage Closer Filtering

Discussion
Appendix A: Hardware Support
Bibliography

A Rendering Pipeline for Real-Time Crowds, Benjamín Hernández and Isaac Rudomin
System Overview
Populating the Virtual Environment and Behavior

View-Frustum Culling

Level of Detail Sorting

Animation and Draw Instanced
Results

Conclusions and Future Work
Acknowledgments
Bibliography

GPGPU, Sebastien St-Laurent, editor
2D Distance Field Generation with the GPU, Philip Rideout
Vocabulary
Manhattan Grassfire
Horizontal-Vertical Erosion
Saito-Toriwaki Scanning with OpenCL

Signed Distance with Two Color Channels

Distance Field Applications
Bibliography

Order-Independent Transparency using Per-Pixel Linked Lists, Nicolas Thibieroz
Introduction

Algorithm Overview

DirectX 11 Features Requisites

Head Pointer and Nodes Buers

Per-Pixel Linked List Creation
Per-Pixel Linked Lists Traversal

Multisampling Antialiasing Support

Optimizations
Tiling
Conclusion

Acknowledgments
Bibliography

Simple and Fast Fluids, Martin Guay, Fabrice Colin, and Richard Egli
Introduction

Fluid Modeling
Solver's Algorithm
Code
Visualization
Conclusion
Bibliography

A Fast Poisson Solver for OpenCL using Multigrid Methods, Sebastien Noury, Samuel Boivin, and Olivier Le Maître
Introduction
Poisson Equation and Finite Volume Method
Iterative Methods

Multigrid Methods (MG)

OpenCL Implementation
Benchmarks
Discussion
Bibliography



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.