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E-grāmata: GPU Pro 2

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  • Formāts: 470 pages
  • Izdošanas datums: 19-Apr-2016
  • Izdevniecība: A K Peters
  • Valoda: eng
  • ISBN-13: 9781040060056
  • Formāts - EPUB+DRM
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  • Bibliotēkām
  • Formāts: 470 pages
  • Izdošanas datums: 19-Apr-2016
  • Izdevniecība: A K Peters
  • Valoda: eng
  • ISBN-13: 9781040060056

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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.

Recenzijas

Praise for GPU Pro:Any professional programmer in the field will find something of interest in this volume. Im thrilled to see that this collection is in colorits 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 doesnt 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 Praise for GPU PRO:Any professional programmer in the field will find something of interest in this volume. Im thrilled to see that this collection is in colorits 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 doesnt 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

Acknowledgments xv
Web Materials xvii
I Geometry Manipulation
1(38)
Wolfgang Engel
1 Terrain and Ocean Rendering with Hardware Tessellation
3(12)
Xavier Bonaventura
1.1 DirectX 11 Graphics Pipeline
4(3)
1.2 Definition of Geometry
7(3)
1.3 Vertex Position, Vertex Normal, and Texture Coordinates
10(2)
1.4 Tessellation Correction Depending on the Camera Angle
12(2)
1.5 Conclusions
14(1)
Bibliography
14(1)
2 Practical and Realistic Facial Wrinkles Animation
15(14)
Jorge Jimenez
Jose I. Echevarria
Christopher Oat
Diego Gutierrez
2.1 Background
17(1)
2.2 Our Algorithm
18(5)
2.3 Results
23(2)
2.4 Discussion
25(1)
2.5 Conclusion
26(1)
2.6 Acknowledgments
26(3)
Bibliography
26(3)
3 Procedural Content Generation on the GPU
29(10)
Aleksander Netzel
Pawel Rohleder
3.1 Abstract
29(1)
3.2 Introduction
29(1)
3.3 Terrain Generation and Rendering
30(2)
3.4 Environmental Effects
32(2)
3.5 Putting It All Together
34(1)
3.6 Conclusions and Future Work
35(4)
Bibliography
37(2)
II Rendering
39(82)
Christopher Oat
1 Pre-Integrated Skin Shading
41(16)
Eric Penner
George Borshukov
1.1 Introduction
41(1)
1.2 Background and Previous Work
42(1)
1.3 Pre-Integrating the Effects of Scattering
42(2)
1.4 Scattering and Diffuse Light
44(3)
1.5 Scattering and Normal Maps
47(1)
1.6 Shadow Scattering
48(3)
1.7 Conclusion and Future Work
51(1)
1.8 Appendix A Lookup Textures
52(1)
1.9 Appendix B Simplified Skin Shader
53(4)
Bibliography
54(3)
2 Implementing Fur Using Deferred Shading
57(20)
Donald Revie
2.1 Deferred Rendering
57(2)
2.2 Fur
59(2)
2.3 Techniques
61(7)
2.4 Fur Implementation Details
68(6)
2.5 Conclusion
74(1)
2.6 Acknowledgments
74(3)
Bibliography
74(3)
3 Large-Scale Terrain Rendering for Outdoor Games
77(18)
Ferenc Pinter
3.1 Introduction
77(2)
3.2 Content Creation and Editing
79(5)
3.3 Runtime Shading
84(6)
3.4 Performance
90(1)
3.5 Possible Extensions
91(2)
3.6 Acknowledgments
93(2)
Bibliography
93(2)
4 Practical Morphological Antialiasing
95(20)
Jorge Jimenez
Belen Masia
Jose I. Echevarria
Fernando Navarro
Diego Gutierrez
4.1 Overview
97(1)
4.2 Detecting Edges
98(2)
4.3 Obtaining Blending Weights
100(5)
4.4 Blending with the Four-Neighborhood
105(1)
4.5 Results
106(4)
4.6 Discussion
110(1)
4.7 Conclusion
111(1)
4.8 Acknowledgments
112(3)
Bibliography
112(3)
5 Volume Decals
115(6)
Emil Persson
5.1 Introduction
115(1)
5.2 Decals as Volumes
115(5)
5.3 Conclusions
120(1)
Bibliography
120(1)
III Global Illumination Effects
121(84)
Carsten Dachsbacher
1 Temporal Screen-Space Ambient Occlusion
123(20)
Oliver Mattausch
Daniel Scherzer
Michael Wimmer
1.1 Introduction
123(1)
1.2 Ambient Occlusion
124(2)
1.3 Reverse Reprojection
126(1)
1.4 Our Algorithm
127(7)
1.5 SSAO Implementation
134(3)
1.6 Results
137(3)
1.7 Discussion and Limitations
140(1)
1.8 Conclusions
140(3)
Bibliography
141(2)
2 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
143(16)
Ralf Habel
Anders Nilsson
Michael Wimmer
2.1 Introduction
143(1)
2.2 Calculating Directional Irradiance
144(2)
2.3 H-Basis
146(3)
2.4 Implementation
149(6)
2.5 Results
155(1)
2.6 Conclusion
155(2)
2.7 Appendix A Spherical Harmonics Basis Functions without Condon-Shortley Phase
157(2)
Bibliography
157(2)
3 Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing
159(14)
Holger Gruen
3.1 Overview
159(1)
3.2 Introduction
159(2)
3.3 Phase 1: Computing Indirect Illumination without Indirect Shadows
161(4)
3.4 Phase 2: Constructing a 3D Grid of Blockers
165(3)
3.5 Phase 3: Computing the Blocked Portion of Indirect Light
168(2)
3.6 Future Work
170(3)
Bibliography
171(2)
4 Real-Time Approximation of Light Transport in Translucent Homogenous Media
173(12)
Colin Barre-Brisebois
Marc Bouchard
4.1 Introduction
173(1)
4.2 In Search of Translucency
174(1)
4.3 The Technique: The Way Out is Through
175(4)
4.4 Performance
179(2)
4.5 Discussion
181(1)
4.6 Conclusion
182(1)
4.7 Demo
183(1)
4.8 Acknowledgments
183(2)
Bibliography
183(2)
5 Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes
185(20)
Anton Kaplanyan
Wolfgang Engel
Carsten Dachsbacher
5.1 Introduction
185(1)
5.2 Overview
186(1)
5.3 Algorithm Detail Description
187(2)
5.4 Injection Stage
189(10)
5.5 Optimizations
199(1)
5.6 Results
200(2)
5.7 Conclusion
202(1)
5.8 Acknowledgments
203(2)
Bibliography
203(2)
IV Shadows
205(70)
Wolfgang Engel
1 Variance Shadow Maps Light-Bleeding Reduction Tricks
207(8)
Wojciech Sterna
1.1 Introduction
207(1)
1.2 VSM Overview
207(2)
1.3 Light-Bleeding
209(1)
1.4 Solutions to the Problem
210(3)
1.5 Sample Application
213(1)
1.6 Conclusion
213(2)
Bibliography
214(1)
2 Fast Soft Shadows via Adaptive Shadow Maps
215(10)
Pavlo Turchyn
2.1 Percentage-Closer Filtering with Large Kernels
215(3)
2.2 Application to Adaptive Shadow Maps
218(3)
2.3 Soft Shadows with Variable Penumbra Size
221(2)
2.4 Results
223(2)
Bibliography
224(1)
3 Adaptive Volumetric Shadow Maps
225(18)
Marco Salvi
Kiril Vidimce
Andrew Lauritzen
Aaron Lefohn
Matt Pharr
3.1 Introduction and Previous Approaches
225(2)
3.2 Algorithm and Implementation
227(7)
3.3 Comparisons
234(5)
3.4 Conclusions and Future Work
239(1)
3.5 Acknowledgments
240(3)
Bibliography
241(2)
4 Fast Soft Shadows with Temporal Coherence
243(14)
Daniel Scherzer
Michael Schwarzler
Oliver Mattausch
4.1 Introduction
243(1)
4.2 Algorithm
244(8)
4.3 Comparison and Results
252(5)
Bibliography
254(3)
5 Mipmapped Screen-Space Soft Shadows
257(18)
Alberto Aguado
Eugenia Montiel
5.1 Introduction and Previous Work
257(2)
5.2 Penumbra Width
259(1)
5.3 Screen-Space Filter
260(3)
5.4 Filtering Shadows
263(2)
5.5 Mipmap Level Selection
265(3)
5.6 Multiple Occlusions
268(3)
5.7 Discussion
271(4)
Bibliography
272(3)
V Handheld Devices
275(52)
Kristof Beets
1 A Shader-Based eBook Renderer
277(14)
Andrea Bizzotto
1.1 Overview
277(1)
1.2 Page-Peeling Effect
278(5)
1.3 Enabling Two Pages Side-by-Side
283(2)
1.4 Improving the Look and Antialiasing Edges
285(1)
1.5 Direction-Aligned Triangle Strip
286(1)
1.6 Performance Optimizations and Power Consumption
287(1)
1.7 Putting it Together
287(1)
1.8 Future Work
288(1)
1.9 Conclusion
288(1)
1.10 Acknowledgments
289(2)
Bibliography
289(2)
2 Post-Processing Effects on Mobile Devices
291(16)
Marco Weber
Peter Quayle
2.1 Overview
291(3)
2.2 Technical Details
294(2)
2.3 Case Study: Bloom
296(2)
2.4 Implementation
298(6)
2.5 Conclusion
304(3)
Bibliography
305(2)
3 Shader-Based Water Effects
307(20)
Joe Davis
Ken Catterall
3.1 Introduction
307(1)
3.2 Techniques
307(11)
3.3 Optimizations
318(7)
3.4 Conclusion
325(2)
Bibliography
325(2)
VI 3D Engine Design
327(58)
Wessam Bahnassi
1 Practical, Dynamic Visibility for Games
329(20)
Stephen Hill
Daniel Collin
1.1 Introduction
329(1)
1.2 Surveying the Field
329(1)
1.3 Query Quandaries
330(3)
1.4 Wish List
333(1)
1.5 Conviction Solution
333(7)
1.6 Battlefield Solution
340(2)
1.7 Future Development
342(3)
1.8 Conclusion
345(1)
1.9 Acknowledgments
346(3)
Bibliography
346(3)
2 Shader Amortization using Pixel Quad Message Passing
349(20)
Eric Penner
2.1 Introduction
349(1)
2.2 Background and Related Work
349(1)
2.3 Pixel Derivatives and Pixel Quads
350(2)
2.4 Pixel Quad Message Passing
352(1)
2.5 PQA Initialization
353(1)
2.6 Limitations of PQA
354(2)
2.7 Cross Bilateral Sampling
356(1)
2.8 Convolution and Blurring
357(2)
2.9 Percentage Closer Filtering
359(6)
2.10 Discussion
365(1)
2.11 Appendix A: Hardware Support
366(3)
Bibliography
366(3)
3 A Rendering Pipeline for Real-Time Crowds
369(16)
Benjamin Hernandez
Isaac Rudomin
3.1 System Overview
369(2)
3.2 Populating the Virtual Environment and Behavior
371(1)
3.3 View-Frustum Culling
371(6)
3.4 Level of Detail Sorting
377(2)
3.5 Animation and Draw Instanced
379(1)
3.6 Results
379(3)
3.7 Conclusions and Future Work
382(1)
3.8 Acknowledgments
383(2)
Bibliography
383(2)
VII GPGPU
385(88)
Sebastien St-Laurent
1 2D Distance Field Generation with the GPU
387(22)
Philip Rideout
1.1 Vocabulary
388(2)
1.2 Manhattan Grassfire
390(2)
1.3 Horizontal-Vertical Erosion
392(2)
1.4 Saito-Toriwaki Scanning with OpenCL
394(8)
1.5 Signed Distance with Two Color Channels
402(2)
1.6 Distance Field Applications
404(5)
Bibliography
407(2)
2 Order-Independent Transparency using Per-Pixel Linked Lists
409(24)
Nicolas Thibieroz
2.1 Introduction
409(1)
2.2 Algorithm Overview
409(1)
2.3 DirectX 11 Features Requisites
410(1)
2.4 Head Pointer and Nodes Buffers
411(2)
2.5 Per-Pixel Linked List Creation
413(3)
2.6 Per-Pixel Linked Lists Traversal
416(5)
2.7 Multisampling Antialiasing Support
421(4)
2.8 Optimizations
425(2)
2.9 Tiling
427(3)
2.10 Conclusion
430(1)
2.11 Acknowledgments
431(2)
Bibliography
431(2)
3 Simple and Fast Fluids
433(12)
Martin Guay
Fabrice Colin
Richard Egli
3.1 Introduction
433(1)
3.2 Fluid Modeling
434(2)
3.3 Solver's Algorithm
436(4)
3.4 Code
440(1)
3.5 Visualization
441(1)
3.6 Conclusion
442(3)
Bibliography
444(1)
4 A Fast Poisson Solver for OpenCL using Multigrid Methods
445(28)
Sebastien Noury
Samuel Boivin
Olivier Le Maitre
4.1 Introduction
445(1)
4.2 Poisson Equation and Finite Volume Method
446(5)
4.3 Iterative Methods
451(6)
4.4 Multigrid Methods (MG)
457(3)
4.5 OpenCL Implementation
460(8)
4.6 Benchmarks
468(2)
4.7 Discussion
470(3)
Bibliography
470(3)
Contributors 473
Wolfgang Engel