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GPU Pro 3 : advanced rendering techniques

โœ Scribed by Wolfgang F Engel (ed.)


Publisher
A.K.Peters
Year
2012
Tongue
English
Leaves
404
Category
Library

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โœฆ Synopsis


"This book explores the latest developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D engine design, and environmental effects. A dedicated section on general purpose GPU programming focuses on CUDA, DirectCompute, and OpenCL examples. The book also provides tips on how to render real-time special effects and visualize data on common consumer software platforms"-- Read more... I. Geometry manipulation -- II. Rendering -- III. Global illumination effects -- IV. Shadows -- V. 3D Engine Design -- VI. GPGPU

โœฆ Table of Contents


Front Cover......Page 1
Contents......Page 6
Acknowledgments......Page 14
Web Materials......Page 16
I. Geometry Manipulation......Page 18
1. Vertex Shader Tessellation......Page 20
2. Real-Time Deformable Terrain Rendering with DirectX 11......Page 30
3. Optimized Stadium Crowd Rendering......Page 58
4. Geometric Antialiasing Methods......Page 88
II. Rendering......Page 106
1. Practical Elliptical Texture Filtering on the GPU......Page 108
2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering......Page 122
3. Volumetric Real-Time Water and Foam Rendering......Page 136
4. CryENGINE 3: Three Years of Work in Review......Page 150
5. Inexpensive Antialiasing of Simple Objects......Page 186
III. Global Illumination Effects......Page 196
1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats......Page 198
2. Screen-Space Bent Cones: A Practical Approach......Page 208
3. Real-Time Near-Field Global Illumination Based on a Voxel Model......Page 226
IV. Shadows......Page 248
1. Efficient Online Visibility for Shadow Maps......Page 250
2. Depth Rejected Gobo Shadows......Page 260
V. 3D Engine Design......Page 266
1. Z3 Culling......Page 268
2. A Quaternion-Based Rendering Pipeline......Page 282
3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11......Page 292
4. Designing a Data-Driven Renderer......Page 308
VI. GPGPU......Page 338
1. Volumetric Transparency with Per-Pixel Fragment Lists......Page 340
2. Practical Binary Surface and Solid Voxelization with Direct3D 11......Page 354
3. Interactive Ray Tracing Using the Compute Shader in DirectX 11......Page 370
About the Editors......Page 394
About the Contributors......Page 396


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