GPU Pro 2

Overview

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, ...

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Overview

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.

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Editorial Reviews

From the Publisher

Praise for GPU Pro:
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, co-author of Real-Time Rendering, February 2010

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

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Product Details

  • ISBN-13: 9781568817187
  • Publisher: Taylor & Francis
  • Publication date: 2/26/2011
  • Pages: 470
  • Sales rank: 1,249,572
  • Product dimensions: 7.70 (w) x 9.30 (h) x 1.10 (d)

Table of Contents

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 Schwärzler 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

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