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E-grāmata: GPU Pro 360 Guide to Rendering

  • Formāts: 588 pages
  • Izdošanas datums: 27-Apr-2018
  • Izdevniecība: A K Peters
  • Valoda: eng
  • ISBN-13: 9781351261517
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  • Formāts: 588 pages
  • Izdošanas datums: 27-Apr-2018
  • Izdevniecība: A K Peters
  • Valoda: eng
  • ISBN-13: 9781351261517
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Wolfgang Engels GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise.

Key Features:











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





Covers specific challenges involved in creating games on various platforms





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





Takes a practical approach that helps graphics programmers solve their daily challenges
Introduction xv
Web Materials xxi
1 Quadtree Displacement Mapping with Height Blending 1(32)
Michal Drobot
1.1 Overview
1(2)
1.2 Introduction
3(1)
1.3 Overview of Ray-Tracing Algorithms
4(5)
1.4 Quadtree Displacement Mapping
9(9)
1.5 Self-Shadowing
18(4)
1.6 Ambient Occlusion
22(1)
1.7 Surface Blending
23(7)
1.8 General Advice
30(1)
1.9 Conclusion
31(1)
Bibliography
32(1)
2 NPR Effects Using the Geometry Shader 33(18)
Pedro Hermosilla
Pere-Pau Vazquez
2.1 Introduction
33(1)
2.2 Previous Work
33(2)
2.3 Silhouette Rendering
35(8)
2.4 Pencil Rendering
43(5)
2.5 Acknowledgments
48(1)
Bibliography
48(3)
3 Alpha Blending as a Post-Process 51(18)
Benjamin Hathaway
3.1 Introduction
51(1)
3.2 The Alternatives
52(1)
3.3 The Source Artwork
53(1)
3.4 Initial Attempts
54(1)
3.5 The Screen-Space Alpha Mask
54(9)
3.6 Alpha Reference Issues
63(2)
3.7 Rendering Pipeline Integration
65(1)
3.8 Conclusion
65(1)
3.9 Demo
66(1)
3.10 Acknowledgments
67(1)
3.11 Source Code
67(1)
Bibliography
67(2)
4 Virtual Texture Mapping 101 69(12)
Matthaus G. Chajdas
Christian Eisenacher
Marc Stamminger
Sylvain Lefebvre
4.1 Introduction
69(1)
4.2 Virtual Texture Mapping
69(4)
4.3 Implementation Details
73(4)
4.4 Conclusion
77(1)
4.5 Shader Code
77(1)
4.6 Acknowledgments
78(1)
Bibliography
78(3)
5 Pre-Integrated Skin Shading 81(16)
Eric Penner
George Borshukov
5.1 Introduction
81(1)
5.2 Background and Previous Work
82(1)
5.3 Pre-Integrating the Effects of Scattering
82(2)
5.4 Scattering and Diffuse Light
84(3)
5.5 Scattering and Normal Maps
87(1)
5.6 Shadow Scattering
88(3)
5.7 Conclusion and Future Work
91(1)
5.8 Appendix A: Lookup Textures
92(1)
5.9 Appendix B: Simplified Skin Shader
93(1)
Bibliography
94(3)
6 Implementing Fur Using Deferred Shading 97(20)
Donald Revie
6.1 Deferred Rendering
97(2)
6.2 Fur
99(2)
6.3 Techniques
101(7)
6.4 Fur Implementation Details
108(6)
6.5 Conclusion
114(1)
6.6 Acknowledgments
114(1)
Bibliography
114(3)
7 Large-Scale Terrain Rendering for Outdoor Games 117(18)
Ferenc Pinter
7.1 Introduction
117(2)
7.2 Content Creation and Editing
119(5)
7.3 Runtime Shading
124(6)
7.4 Performance
130(1)
7.5 Possible Extensions
131(2)
7.6 Acknowledgments
133(1)
Bibliography
133(2)
8 Practical Morphological Antialiasing 135(20)
Jorge Jimenez
Belen Masia
Jose I. Echevarria
Fernando Navarro
Diego Gutierrez
8.1 Overview
137(1)
8.2 Detecting Edges
138(2)
8.3 Obtaining Blending Weights
140(5)
8.4 Blending with the Four-Neighborhood
145(1)
8.5 Results
146(4)
8.6 Discussion
150(1)
8.7 Conclusion
151(1)
8.8 Acknowledgments
152(1)
Bibliography
152(3)
9 Volume Decals 155(6)
Emil Persson
9.1 Introduction
155(1)
9.2 Decals as Volumes
155(5)
9.3 Conclusions
160(1)
Bibliography
160(1)
10 Practical Elliptical Texture Filtering on the GPU 161(14)
Pavlos Mavridis
Georgios Papaioannou
10.1 Introduction
161(1)
10.2 Elliptical Filtering
162(5)
10.3 Elliptical Footprint Approximation
167(4)
10.4 Results
171(2)
10.5 Conclusions
173(1)
10.6 Acknowledgments
173(1)
Bibliography
173(2)
11 An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering 175(14)
Christian Schuler
11.1 Introduction
175(1)
11.2 Atmospheric Scattering
175(2)
11.3 The Chapman Function
177(2)
11.4 Towards a Real-Time Approximation
179(2)
11.5 Implementation
181(3)
11.6 Putting the Chapman Function to Use
184(1)
11.7 Conclusion
185(2)
11.8 Appendix
187(1)
Bibliography
187(2)
12 Volumetric Real-Time Water and Foam Rendering 189(14)
Daniel Scherzer
Florian Bagar
Oliver Mattausch
12.1 Introduction
189(1)
12.2 Simulation
190(2)
12.3 Rendering
192(7)
12.4 Artist Control
199(2)
12.5 Conclusion
201(1)
Bibliography
201(2)
13 Inexpensive Antialiasing of Simple Objects 203(10)
Mikkel Gjol
Mark Gjol
13.1 Introduction
203(1)
13.2 Antialiasing via Smoothed Lines
203(2)
13.3 Rendering Lines
205(4)
13.4 Discussion
209(1)
13.5 Conclusion
210(1)
13.6 Acknowledgments
211(1)
Bibliography
211(2)
14 Practical Planar Reflections Using Cubemaps and Image Proxies 213(18)
Sebastien Lagarde
Antoine Zanuttini
14.1 Introduction
213(1)
14.2 Generating Reflection Textures
214(11)
14.3 Using Reflection Textures
225(3)
14.4 Conclusion and Future Work
228(1)
14.5 Acknowledgments
229(1)
Bibliography
229(2)
15 Real-Time Ptex and Vector Displacement 231(12)
Karl Hillesland
15.1 Introduction
231(1)
15.2 Packed Ptex
232(2)
15.3 Runtime Implementation
234(3)
15.4 Adding Displacement
237(1)
15.5 Performance Costs
238(2)
15.6 Memory Costs
240(1)
15.7 Alternatives and Future Work
241(1)
15.8 Conclusion
241(1)
15.9 Acknowledgments
242(1)
Bibliography
242(1)
16 Decoupled Deferred Shading on the GPU 243(18)
Gabor Liktor
Carsten Dachsbacher
16.1 Introduction
243(1)
16.2 Decoupled Sampling in a Rasterization Pipeline
244(2)
16.3 Shading Reuse for Deferred Shading
246(3)
16.4 Implementation
249(6)
16.5 Results
255(4)
16.6 Acknowledgments
259(1)
Bibliography
259(2)
17 Tiled Forward Shading 261(16)
Markus Billeter
Ola Olsson
Ulf Assarsson
17.1 Introduction
261(2)
17.2 Recap: Forward, Deferred, and Tiled Shading
263(3)
17.3 Tiled Forward Shading: Why?
266(1)
17.4 Basic Tiled Forward Shading
266(2)
17.5 Supporting Transparency
268(3)
17.6 Support for MSAA
271(2)
17.7 Supporting Different Shaders
273(1)
17.8 Conclusion and Further Improvements
273(2)
Bibliography
275(2)
18 Forward+: A Step Toward Film-Style Shading in Real Time 277(22)
Takahiro Harada
Jay McKee
Jason C. Yang
18.1 Introduction
277(1)
18.2 Forward+
278(1)
18.3 Implementation and Optimization
279(6)
18.4 Results
285(1)
18.5 Forward+ in the AMD Leo Demo
286(3)
18.6 Extensions
289(6)
18.7 Conclusion
295(1)
18.8 Acknowledgments
296(1)
Bibliography
296(3)
19 Progressive Screen-Space Multichannel Surface Voxelization 299(18)
Athanasios Gaitatzes
Georgios Papaioannou
19.1 Introduction
299(1)
19.2 Overview of Voxelization Method
300(5)
19.3 Progressive Voxelization for Lighting
305(2)
19.4 Implementation
307(1)
19.5 Performance and Evaluation
307(7)
19.6 Limitations
314(1)
19.7 Conclusion
315(1)
19.8 Acknowledgments
315(1)
Bibliography
315(2)
20 Rasterized Voxel-Based Dynamic Global Illumination 317(18)
Hawar Doghramachi
20.1 Introduction
317(1)
20.2 Overview
317(1)
20.3 Implementation
318(12)
20.4 Handling Large Environments
330(1)
20.5 Results
330(1)
20.6 Conclusion
331(2)
Bibliography
333(2)
21 Per-Pixel Lists for Single Pass A-Buffer 335(22)
Sylvain Lefebvre
Samuel Hornus
Anass Lasram
21.1 Introduction
335(3)
21.2 Linked Lists with Pointers (LIN-ALLOC)
338(5)
21.3 Lists with Open Addressing (OPEN-ALLoc)
343(3)
21.4 POST-SORT and PRE-SORT
346(2)
21.5 Memory Management
348(1)
21.6 Implementation
349(1)
21.7 Experimental Comparisons
350(3)
21.8 Conclusion
353(1)
21.9 Acknowledgments
354(1)
Bibliography
354(3)
22 Reducing Texture Memory Usage by 2-Channel Color Encoding 357(10)
Krzysztof Kluczek
22.1 Introduction
357(1)
22.2 Texture Encoding Algorithm
357(6)
22.3 Decoding Algorithm
363(1)
22.4 Encoded Image Quality
363(2)
22.5 Conclusion
365(1)
Bibliography
366(1)
23 Particle-Based Simulation of Material Aging 367(20)
Tobias Gunther
Kai Rohmer
Thorsten Grosch
23.1 Introduction
367(1)
23.2 Overview
368(1)
23.3 Simulation
369(12)
23.4 Preview Rendering
381(2)
23.5 Results
383(1)
23.6 Conclusions
384(1)
Bibliography
385(2)
24 Simple Rasterization-Based Liquids 387(10)
Martin Guay
24.1 Overview
387(1)
24.2 Introduction
387(1)
24.3 Simple Liquid Model
388(1)
24.4 Splatting
389(2)
24.5 Grid Pass
391(1)
24.6 Particle Update
392(1)
24.7 Rigid Obstacles
392(1)
24.8 Examples
393(2)
24.9 Conclusion
395(1)
Bibliography
395(2)
25 Next-Generation Rendering in Thief 397(26)
Peter Sikachev
Samuel Delmont
Uriel Doyon
Jean-Normand Bucci
25.1 Introduction
397(1)
25.2 Reflections
398(13)
25.3 Contact-Hardening Shadows
411(6)
25.4 Lit Particles
417(1)
25.5 Compute-Shader-Based Postprocessing
417(3)
25.6 Conclusion
420(1)
25.7 Acknowledgments
420(1)
Bibliography
421(2)
26 Grass Rendering and Simulation with LOD 423(10)
Dongsoo Han
Hongwei Li
26.1 Introduction
423(1)
26.2 Render Grass Blades
424(2)
26.3 Simulation
426(6)
26.4 Conclusion
432(1)
Bibliography
432(1)
27 Hybrid Reconstruction Antialiasing 433(40)
Michal Drobot
27.1 Introduction
433(1)
27.2 Overview
433(1)
27.3 Related Work
434(2)
27.4 Hybrid Antialiasing Overview
436(1)
27.5 Temporally Stable Edge Antialiasing
437(13)
27.6 Temporal Super-Sampling
450(11)
27.7 Temporal Antialiasing (TAA)
461(3)
27.8 Final Implementation
464(1)
27.9 Results Discussion
465(2)
27.10 Conclusion
467(2)
Bibliography
469(4)
28 Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering 473(26)
Egor Yusov
28.1 Introduction
473(1)
28.2 Light Transport Theory
474(2)
28.3 Precomputed Solutions
476(2)
28.4 Volume-Aware Blending
478(1)
28.5 Implementation
479(14)
28.6 Results and Discussion
493(3)
28.7 Conclusion
496(1)
Bibliography
496(3)
29 Sparse Procedural Volume Rendering 499(14)
Doug McNabb
29.1 Introduction
499(1)
29.2 Overview of Current Techniques
499(1)
29.3 Overview
500(2)
29.4 Metavoxels
502(2)
29.5 Algorithm
504(8)
29.6 Conclusion
512(1)
Bibliography
512(1)
30 Adaptive Virtual Textures 513(14)
Ka Chen
30.1 Introduction
513(1)
30.2 Procedural Virtual Textures Basics
513(1)
30.3 Adaptive Virtual Textures
513(6)
30.4 Virtual Texture Best Practices
519(6)
30.5 Conclusion
525(1)
Bibliography
526(1)
31 Deferred Coarse Pixel Shading 527(10)
Rahul P. Sathe
Tomasz Janczak
31.1 Overview
527(1)
31.2 Introduction and Background
527(1)
31.3 Algorithm
528(5)
31.4 Performance
533(1)
31.5 Conclusion
533(2)
Bibliography
535(2)
32 Progressive Rendering Using Multi-frame Sampling 537(15)
Daniel Limberger
Karsten Tausche
Johannes Linke
Jurgen Donner
32.1 Introduction
537(1)
32.2 Approach
538(4)
32.3 Multi-frame Rendering Techniques
542(9)
32.4 Conclusion and Future Work
551(1)
32.5 Acknowledgment
552(1)
Bibliography 552(3)
About the Contributors 555
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.