GPU Pro 6 : advanced rendering techniques /: advanced rendering techniques. (2015)
- Record Type:
- Book
- Title:
- GPU Pro 6 : advanced rendering techniques /: advanced rendering techniques. (2015)
- Main Title:
- GPU Pro 6 : advanced rendering techniques
- Further Information:
- Note: Edited by Wolfgang Engel.
- Editors:
- Engel, Wolfgang F
- Contents:
- I: GEOMETRY MANIPULATION; ; Dynamic GPU Terrain ; David Pangerl ; Introduction; Overview; Terrain Data; Rendering; Dynamic Modification; Physics Synchronization; Problems; Conclusions; ; Bandwidth Efficient Procedural Meshes in the GPU via Tessellation ; Gustavo Bastos Nunes and Joao Lucas Guberman Raza ; Introduction; Procedural Mesh and the Graphics Pipeline; Hull Shader; Domain Shader; Noise in Procedural Meshes; Performance Optimizations; Conclusion; Bibliography; ; Real-Time Deformation of Subdivision Surfaces on Object Collisions ; Henry Schafer, Matthias Nießner, Benjamin Keinert, and Marc Stamminger; Introduction; Deformable Surface Representation; Algorithm Overview; Pipeline; Optimizations; Results; Conclusion; Acknowledgments; Bibliography; ; Realistic Volumetric Explosions in Games ; Alex Dunn ; Introduction; Rendering Pipeline Overview; Offline/Pre-Processing; Runtime; Visual Improvements; Results; Performance; Conclusion; Acknowledgements; Bibliography; ; II: RENDERING; ; Next-Gen Rendering in Thief ; Peter Sikachev, Samuel Delmont, Uriel Doyon, and Jean-Normand Bucci ; Introduction; Reflections; Contact-Hardening Shadows; Lit Particles; Compute Shaders-Based Post-Processing; Conclusion; Acknowledgments; Bibliography; ; Grass Rendering and Simulation with LOD; Dongsoo Han and Hongwei Li; Introduction; Render Grass Blades; Simulation; Results; Bibliography; ; Hybrid Reconstruction Anti-Aliasing ; Michael Drobot ; Introduction; Overview; Related work; HybridI: GEOMETRY MANIPULATION; ; Dynamic GPU Terrain ; David Pangerl ; Introduction; Overview; Terrain Data; Rendering; Dynamic Modification; Physics Synchronization; Problems; Conclusions; ; Bandwidth Efficient Procedural Meshes in the GPU via Tessellation ; Gustavo Bastos Nunes and Joao Lucas Guberman Raza ; Introduction; Procedural Mesh and the Graphics Pipeline; Hull Shader; Domain Shader; Noise in Procedural Meshes; Performance Optimizations; Conclusion; Bibliography; ; Real-Time Deformation of Subdivision Surfaces on Object Collisions ; Henry Schafer, Matthias Nießner, Benjamin Keinert, and Marc Stamminger; Introduction; Deformable Surface Representation; Algorithm Overview; Pipeline; Optimizations; Results; Conclusion; Acknowledgments; Bibliography; ; Realistic Volumetric Explosions in Games ; Alex Dunn ; Introduction; Rendering Pipeline Overview; Offline/Pre-Processing; Runtime; Visual Improvements; Results; Performance; Conclusion; Acknowledgements; Bibliography; ; II: RENDERING; ; Next-Gen Rendering in Thief ; Peter Sikachev, Samuel Delmont, Uriel Doyon, and Jean-Normand Bucci ; Introduction; Reflections; Contact-Hardening Shadows; Lit Particles; Compute Shaders-Based Post-Processing; Conclusion; Acknowledgments; Bibliography; ; Grass Rendering and Simulation with LOD; Dongsoo Han and Hongwei Li; Introduction; Render Grass Blades; Simulation; Results; Bibliography; ; Hybrid Reconstruction Anti-Aliasing ; Michael Drobot ; Introduction; Overview; Related work; Hybrid Anti-Aliasing Overview; Temporally Stable Edge Anti-Aliasing; Temporal Super Sampling; Temporal Anti-aliasing (TAA); Final Implementation; Results Discussion; Conclusion; Bibliography; ; Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering ; Egor Yusov ; Introduction; Light Transport Theory; Pre-computed Solutions; Volume-Aware Blending; Implementation; Results and Discussion; Conclusion; Bibliography; ; Sparse Procedural Volume Rendering ; Doug McNabb ; Introduction; Overview of Current Techniques; Overview; Metavoxels; Algorithm; Conclusion; Bibliography; ; III: LIGHTING; ; Real-Time Lighting via Light Linked List ; Abdul Bezrati ; Introduction; Algorithm; Populating the Light Linked List; Accessing the Light Linked List; Reduced Resolution; Conclusion; Bibliography; ; Deferred Normalized Irradiance Probes ; John Huelin, Benjamin Rouveyrol, and Bart lomiej Wroński; Introduction; Deferred Normalized Irradiance Probes Algorithm; Tool Side of the Algorithm; Runtime Details of Algorithm; Results and Discussion; Bibliography; ; Volumetric Fog and Lighting; Bartlomiej Wroński ; Introduction; Volumetric Fog Algorithm; Results and Discussion; Bibliography; ; Physically Based Light Probe Generation on GPU ; Ivan Spogreev ; Introduction; Light Probes Theory; Generating Light Probes on the GPU; Results; Bibliography; ; Real-Time Global Illumination Using Slices ; Hugh Malan ; Introduction; Algorithm Overview; Approximating the Irradiance Due to an Emissive Plane; Building the Image Pyramid; Combining Multiple Slices; Layered Heightfields; Slice Placement; Propagating Irradiance; Results; Conclusion; Bibliography; ; IV: SHADOWS; ; Practical Screen Space Soft Shadows ; Márton Tamás and Viktor Heisenberger ; Pre-introduction; Introduction; History; Algorithm Overview; Shadow Map Rendering Pass; Introducing Layers, Light Assignment; Layered Penumbra Map Pass; Anisotropic Gaussian Blur Pass; Lighting Pass; Performance Considerations; Results; Quality Tests; Performance Analysis; Conclusion; Bibliography; ; Tile-Based Omnidirectional Shadows ; Hawar Doghramachi ; Introduction; Overview; Implementation; Results; Discussion; Conclusion; Bibliography; ; Shadow Map Silhouette Revectorization ; Vladimir Bondarev ; Introduction; Implementation; Results; Future Work; Conclusion; Bibliography; ; V: MOBILE DEVICES; ; Hybrid Ray Tracing on a PowerVR GPU ; Gareth Morgan ; Review; Combining Ray Tracing with Rasterization; Hard Shadows; Soft Shadows; Reflections; Transparency; Performance; Results; Conclusion; Bibliography; ; Implementing a GPU-Only Particles Collision System with ASTC 3D Textures and OpenGL ES 3.0 ; Daniele Di Donato ; Introduction; GPU-Only particles system; Physics Simulation; Rendering the Particles; Conclusion; Bibliography; ; Animated Characters with Shell Fur for Mobile Devices ; Andrew Girdler and James L Jones ; Introduction; Overview; Creating a Shell Fur Texture; Bone Batches or Single Pass?; Model Data and Setup; Animation with TF; Instancing for Fur Shells; Lighting and Other Effects; Conclusion; Bibliography; ; High Dynamic Range Computational Photography on Mobile GPUs ; Simon McIntosh-Smith, Amir Chohan, Dan Curran, and Anton Lokhmotov ; Introduction; Background; Tone Mapping Operators; Related Work; GPGPU using OpenCL; OpenGL ES and Android; Implementing an HDR Pipeline using OpenCL and OpenGL ES; Android Implementation; Performance of our HDR effects; Conclusions; Bibliography; ; VI: COMPUTE; ; Compute-Based Tiled Culling ; Jason Stewart; Introduction; Overview; Implementation; Optimization; Unreal® Engine 4 Results; Conclusion; Acknowledgments; Bibliography; ; Rendering Vector Displacement Mapped Surfaces in a GPU Ray Tracer; Takahiro Harada; Introduction; Displacement Mapping; Ray Tracing a Scene with Vector Displacement Maps; Ray Tracing a Vector Displacement Patch; Integration into an OpenCL Ray Tracer; Results and Discussion; Conclusion; Bibliography; ; Smooth Probabilistic Ambient Occlusion for Volume Rendering ; Thomas Kroes, Dirk Schut, and Elmar Eisemann; Introduction; Smooth Probabilistic Ambient Occlusion; Approximating Ambient Occlusion; Results; Conclusion; Bibliography; ; VII 3D ENGINE DESIGN; ; Blockwise Linear Binary Grids for Fast Ray Casting Operations ; Holger Gruen; Overview; Introduction; Block-Wise Linear Memory Layout; Rendering Block-wise linear Binary Voxel Grids; Casting Rays Through a Block-Wise Linear Grid; Detecting Occlusions During Indirect Light Gathering; Results; Future Work; External References; Bibliography; ; Semantic Based Shader Generation Using Shader Shaker ; Michael Delva, Julien Hamaide, and Ramses Ladlani; Introduction; Previous Work; Definitions; Overview; Algorithm Explanation; Error Reporting; Usage Discussions; What's next; Conclusion; Bibliography; ; ANGLE: Bringing OpenGL ES to the Desktop ; Shannon Woods, Nicolas Capens, Jamie Madill, and Geoff Lang … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2015
- Extent:
- 1 online resource, illustrations (black and white, and colour)
- Subjects:
- 006.66
Rendering (Computer graphics)
Graphics processing units -- Programming
Real-time data processing - Languages:
- English
- ISBNs:
- 9781482264623
- Related ISBNs:
- 9781482264616
- Notes:
- Note: Description based on CIP data; item not viewed.
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.139057
- Ingest File:
- 02_075.xml