Introduction |
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Web Materials |
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1 As Simple as Possible Tessellation for Interactive Applications |
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1 | (8) |
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1.1 Basic Phong Tessellation Operator |
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2 | (2) |
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4 | (2) |
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1.3 Results and Discussion |
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6 | (3) |
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6 | (3) |
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2 Rule-Based Geometry Synthesis in Real-Time |
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9 | (26) |
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9 | (1) |
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2.2 Building Up the Scene with Procedures |
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10 | (1) |
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2.3 L-systems and the PGI |
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10 | (2) |
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2.4 Model Details and Implementation |
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12 | (15) |
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2.5 Interaction with the Procedural Scene |
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27 | (3) |
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30 | (3) |
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33 | (2) |
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33 | (2) |
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3 GPU-Based NURBS Geometry Evaluation and Rendering |
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35 | (20) |
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3.1 A Bit of NURBS Background |
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35 | (4) |
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39 | (1) |
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3.3 NURBS Surface and Curve Evaluation |
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40 | (5) |
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3.4 Trimmed NURBS Surface Evaluation |
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45 | (5) |
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3.5 Results and Conclusion |
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50 | (5) |
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52 | (3) |
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4 Polygonal-Functional Hybrids for Computer Animation and Games |
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55 | (28) |
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55 | (1) |
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56 | (6) |
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4.3 Working with FRep Models Using the GPU |
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62 | (9) |
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71 | (7) |
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78 | (1) |
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79 | (1) |
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80 | (1) |
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80 | (3) |
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81 | (2) |
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5 Terrain and Ocean Rendering with Hardware Tessellation |
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83 | (12) |
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5.1 DirectX 11 Graphics Pipeline |
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84 | (3) |
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5.2 Definition of Geometry |
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87 | (3) |
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5.3 Vertex Position, Vertex Normal, and Texture Coordinates |
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90 | (2) |
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5.4 Tessellation Correction Depending on the Camera Angle |
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92 | (2) |
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94 | (1) |
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94 | (1) |
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6 Practical and Realistic Facial Wrinkles Animation |
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95 | (14) |
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97 | (1) |
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98 | (5) |
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103 | (2) |
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105 | (1) |
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106 | (1) |
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106 | (3) |
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106 | (3) |
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7 Procedural Content Generation on the GPU |
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109 | (10) |
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109 | (1) |
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109 | (1) |
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7.3 Terrain Generation and Rendering |
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110 | (2) |
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7.4 Environmental Effects |
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112 | (2) |
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7.5 Putting It All Together |
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114 | (1) |
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7.6 Conclusions and Future Work |
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115 | (4) |
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117 | (2) |
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8 Vertex Shader Tessellation |
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119 | (10) |
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119 | (1) |
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119 | (1) |
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8.3 The Basic Vertex Shader Tessellation Algorithm |
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120 | (3) |
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8.4 Per-Edge Fractional Tessellation Factors |
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123 | (4) |
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127 | (2) |
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128 | (1) |
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9 Optimized Stadium Crowd Rendering |
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129 | (30) |
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129 | (1) |
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130 | (1) |
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131 | (4) |
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135 | (13) |
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9.5 Further Optimizations |
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148 | (7) |
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155 | (1) |
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155 | (1) |
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156 | (3) |
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156 | (3) |
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10 Geometric Antialiasing Methods |
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159 | (18) |
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10.1 Introduction and Previous Work |
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159 | (1) |
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159 | (15) |
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10.3 Conclusion and Future Work |
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174 | (3) |
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175 | (2) |
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11 GPU Terrain Subdivision and Tessellation |
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177 | (18) |
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177 | (1) |
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178 | (13) |
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191 | (1) |
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192 | (3) |
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194 | (1) |
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12 Introducing the Programmable Vertex Pulling Rendering Pipeline |
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195 | (18) |
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195 | (1) |
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12.2 Draw Submission Limitations and Objectives |
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196 | (1) |
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12.3 Evaluating Draw Call CPU Overhead and the GPU Draw Submission Limitation |
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197 | (5) |
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12.4 Programmable Vertex Pulling |
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202 | (6) |
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12.5 Side Effects of the Software Design |
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208 | (1) |
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209 | (1) |
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210 | (3) |
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211 | (2) |
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13 A WebGL Globe Rendering Pipeline |
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213 | (10) |
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213 | (1) |
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13.2 Rendering Pipeline Overview |
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213 | (1) |
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13.3 Filling Cracks in Screen Space |
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214 | (2) |
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13.4 Filling Poles in Screen Space |
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216 | (2) |
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13.5 Overlaying Vector Data |
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218 | (3) |
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221 | (1) |
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221 | (2) |
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222 | (1) |
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223 | (16) |
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223 | (1) |
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224 | (1) |
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224 | (1) |
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224 | (7) |
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14.5 Dynamic Modification |
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231 | (2) |
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14.6 Physics Synchronization |
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233 | (1) |
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233 | (2) |
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235 | (4) |
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15 Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation |
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239 | (8) |
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239 | (1) |
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15.2 Procedural Mesh and the Graphics Pipeline |
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239 | (1) |
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240 | (1) |
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241 | (2) |
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15.5 Noise in Procedural Meshes |
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243 | (1) |
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15.6 Performance Optimizations |
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243 | (2) |
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245 | (1) |
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245 | (2) |
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245 | (2) |
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16 Real-Time Deformation of Subdivision Surfaces on Object Collisions |
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247 | (24) |
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247 | (2) |
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16.2 Deformable Surface Representation |
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249 | (5) |
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254 | (1) |
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255 | (8) |
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263 | (1) |
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264 | (5) |
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269 | (1) |
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269 | (2) |
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269 | (2) |
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17 Realistic Volumetric Explosions in Games |
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271 | (12) |
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271 | (1) |
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17.2 Rendering Pipeline Overview |
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272 | (1) |
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17.3 Offline/Preprocessing |
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272 | (1) |
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273 | (3) |
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276 | (2) |
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278 | (1) |
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279 | (3) |
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282 | (1) |
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282 | (1) |
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282 | (1) |
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18 Deferred Snow Deformation in Rise of the Tomb Raider |
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283 | (14) |
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283 | (1) |
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284 | (1) |
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285 | (1) |
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18.4 Snow Deformation: The Basic Approach |
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286 | (1) |
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18.5 Deferred Deformation |
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287 | (4) |
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18.6 Deformation Heightmap |
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291 | (2) |
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18.7 Filling the Trail over Time |
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293 | (2) |
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18.8 Hardware Tessellation and Performance |
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295 | (1) |
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295 | (1) |
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296 | (1) |
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296 | (1) |
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19 Catmull-Clark Subdivision Surfaces |
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297 | (24) |
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297 | (3) |
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19.2 The Call of Duty Method |
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300 | (1) |
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300 | (5) |
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305 | (4) |
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309 | (5) |
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314 | (5) |
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319 | (1) |
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319 | (2) |
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319 | (2) |
About the Contributors |
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