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E-grāmata: GPU Pro 360 Guide to Image Space

  • Formāts: 231 pages
  • Izdošanas datums: 03-Dec-2018
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781351052207
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  • Formāts: 231 pages
  • Izdošanas datums: 03-Dec-2018
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781351052207
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Wolfgang Engels GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Key Features:











Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices





Covers specific challenges involved in creating games on various platforms





Explores the latest developments in rapidly evolving field of real-time rendering





Takes practical approach that helps graphics programmers solve their daily challenges
Introduction ix
Web Materials xiii
1 Anisotropic Kuwahara Filtering on the GPU
1(18)
Jan Eric Kyprianidis
Henry Kang
Jurgen Dollner
1.1 Introduction
1(1)
1.2 Kuwahara Filtering
2(3)
1.3 Generalized Kuwahara Filtering
5(4)
1.4 Anisotropic Kuwahara Filtering
9(8)
1.5 Conclusion
17(2)
Bibliography
18(1)
2 Edge Antialiasing by Post-Processing
19(26)
Hugh Malan
2.1 Introduction
19(3)
2.2 Finding the Nearest Silhouette Edge
22(3)
2.3 The Post-Process
25(2)
2.4 Refinements
27(2)
2.5 GPU Implementation and Results
29(3)
2.6 Results
32(2)
2.7 Other Applications
34(8)
2.8 Conclusion
42(3)
Bibliography
43(2)
3 Environment Mapping with Floyd-Steinberg Halftoning
45(14)
Laszlo Szirmay-Kalos
Laszlo Szecsi
Anton Penzov
3.1 Introduction
45(1)
3.2 Parametrization of the Environment Map
46(2)
3.3 Importance Sampling
48(2)
3.4 Proposed Solution
50(7)
3.5 Conclusion
57(2)
Bibliography
57(2)
4 Hierarchical Item Buffers for Granular Occlusion Culling
59(10)
Thomas Engelhardt
Carsten Dachsbacher
4.1 Introduction
59(1)
4.2 Hierarchical Item Buffers
60(5)
4.3 Application
65(1)
4.4 Results
66(2)
4.5 Conclusion
68(1)
Bibliography
68(1)
5 Realistic Depth of Field in Postproduction
69(12)
David Ilies
Peter Horvath
5.1 Introduction
69(1)
5.2 Depth-of-Field Equations
69(2)
5.3 Camera Lens Simulation
71(1)
5.4 Exposure Simulation
71(4)
5.5 CUDA-Accelerated Computation
75(2)
5.6 Results
77(2)
5.7 Conclusion
79(2)
Bibliography
79(2)
6 Real-Time Screen Space Cloud Lighting
81(8)
Kaori Kubota
6.1 Introduction
81(1)
6.2 Implementation
82(3)
6.3 Results
85(1)
6.4 Extensions
86(1)
6.5 Conclusion
87(2)
Bibliography
87(2)
7 Screen-Space Subsurface Scattering
89(18)
Jorge Jimenez
Diego Gutierrez
7.1 Introduction
89(1)
7.2 The Texture-Space Approach
90(3)
7.3 The Screen-Space Approach
93(8)
7.4 Model Preparation
101(1)
7.5 Discussion of Results
101(3)
7.6 Conclusion
104(1)
7.7 Acknowledgments
105(2)
Bibliography
105(2)
8 The Skylanders SWAP Force Depth-of-Field Shader
107(12)
Michael Bukowski
Padraic Hennessy
Brian Osman
Morgan McGuire
8.1 Introduction
107(2)
8.2 Algorithm
109(7)
8.3 Conclusion
116(3)
Bibliography
116(3)
9 Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods
119(14)
David C. Schedl
Michael Wimmer
9.1 Introduction
119(1)
9.2 Depth of Field
119(2)
9.3 Algorithm Overview
121(1)
9.4 Rendering
122(1)
9.5 Scene Decomposition
122(4)
9.6 Blurring and Composition
126(3)
9.7 Results
129(1)
9.8 Conclusion
130(1)
9.9 Acknowledgments
131(2)
Bibliography
131(2)
10 Second-Depth Antialiasing
133(12)
Emil Persson
10.1 Introduction and Previous Work
133(1)
10.2 Algorithm
134(7)
10.3 Results
141(2)
10.4 Conclusion and Future Work
143(2)
Bibliography
143(2)
11 Practical Framebuffer Compression
145(14)
Pavlos Mavridis
Georgios Papaioannou
11.1 Introduction
145(1)
11.2 Color Space Conversion
146(1)
11.3 Chrominance Multiplexing
147(2)
11.4 Chrominance Reconstruction
149(4)
11.5 Antialiasing
153(1)
11.6 Blending
154(1)
11.7 Performance
154(2)
11.8 Conclusion and Discussion
156(1)
11.9 Acknowledgments
157(2)
Bibliography
157(2)
12 Coherence-Enhancing Filtering on the GPU
159(24)
Jan Eric Kyprianidis
Henry Kang
12.1 Introduction
159(2)
12.2 Local Orientation Estimation
161(9)
12.3 Flow-Guided Smoothing
170(5)
12.4 Shock Filter
175(5)
12.5 Conclusion
180(1)
12.6 Acknowledgments
180(3)
Bibliography
180(3)
13 Screen-Space Grass
183(12)
David Pangerl
13.1 Introduction
183(5)
13.2 Motivation i83
13.3 Technique I84
13.4 Performance
188(1)
13.5 Conclusion
189(1)
13.6 Limitations and Future Work
190(2)
13.7 Screen-Space Grass Source Code
192(3)
Bibliography
194(1)
14 Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists
195(8)
Joao Raza
Gustavo Nunes
14.1 Introduction
195(1)
14.2 Mesh Deformation Scenario
195(1)
14.3 Algorithm Overview
196(5)
14.4 Optimizations
201(1)
14.5 Conclusion
201(1)
14.6 Acknowledgments
202(1)
Bibliography
202(1)
15 Bokeh Effects on the SPU
203(10)
Serge Bernier
15.1 Introduction
203(1)
15.2 Bokeh behind the Scenes
204(2)
15.3 The Sprite-Based Approach
206(2)
15.4 Let's SPUify This!
208(3)
15.5 Results
211(1)
15.6 Future Development
212(1)
Bibliography
212(1)
About the Contributors 213
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries.  Previously he worked in Rockstar's core technology group as the lead graphics programmer.