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GPU Pro3: Advanced Rendering Techniques

โœ Scribed by Wolfgang Engel


Publisher
A K Peters/CRC Press
Year
2012
Tongue
English
Leaves
404
Edition
1
Category
Library

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โœฆ Synopsis


GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.
Sample programs and source code are available for download on the book's CRC Press web page.

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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