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About this product
Product Identifiers
PublisherA + K Peter's, The Limited
ISBN-10149874253X
ISBN-139781498742535
eBay Product ID (ePID)12038373914
Product Key Features
Number of Pages306 Pages
Publication NameGPU Pro 7 : Advanced Rendering Techniques
LanguageEnglish
Publication Year2016
SubjectProgramming / Games, Computer Graphics, Programming / General, Digital Media / Video & Animation, Data Processing
TypeTextbook
Subject AreaComputers
AuthorWolfgang Engel
FormatHardcover
Dimensions
Item Height0.5 in
Item Weight29.7 Oz
Item Length9.5 in
Item Width7.7 in
Additional Product Features
Intended AudienceCollege Audience
LCCN2016-000447
Dewey Edition23
IllustratedYes
Dewey Decimal006.6/6
Table Of ContentGEOMETRY MANIPULATION Deferred Snow Deformation in Rise of the Tomb Raider Anton Kai Michels and Peter Sikachev Introduction Terminology Related Work Snow Deformation: The Basic Approach Deferred Deformation Filling the Trail over Time Hardware Tessellation and Performance Future Applications Acknowledgements Bibliography Catmull-Clark Subdivision Surfaces Wade Brainerd Introduction The Call of Duty Method Regular Patches Irregular Patches Filling Cracks Going Further Conclusion Acknowledgments Bibliography LIGHTING Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 Kevin Örtegren and Emil Persson Introduction Conservative Rasterization Implementation Shading Results and Analysis Conclusion Bibliography Fine Pruned Tiled Light Lists Morten S. Mikkelsen Overview Introduction Our Method Implementation Details Engine Integration Results Conclusion Acknowledgments Bibliography Deferred Attribute Interpolation Shading Christoph Schied and Carsten Dachsbacher Introduction Algorithm Implementation Results Conclusion Bibliography Real-Time Volumetric Cloudscapes Andrew Schneider Overview Introduction Cloud Modeling Cloud Lighting Cloud Rendering Conclusion and Future Work Acknowledgments Bibliography RENDERING Adaptive Virtual Textures Ka Chen Introduction Procedural Virtual Textures Basics Adaptive Virtual Textures Virtual Texture Best Practices Conclusion Bibliography Deferred Coarse Pixel Shading Rahul P. Sathe and Tomasz Janczak Overview Introduction and Background Algorithm Performance Conclusion Bibliography Progressive Rendering Using Multi-Frame Sampling Daniel Limberger, Karsten Tausche, Johannes Linke, and Jürgen Döllner Introduction Approach Multi-Frame Rendering Techniques Conclusion and Future Work Bibliography MOBILE DEVICES Efficient Soft Shadows Based on Static Local Cubemap Sylwester Bala and Roberto Lopez Mendez Overview Introduction Algorithm Overview What Is a Local Cubemap? Creating a Shadow Cubemap Applying Shadows Smoothness Combining the Shadow Technique with Others Performance and Quality Future Work Conclusion Bibliography Physically Based Deferred Shading on Mobile Ashley Vaughan Smith and Mathieu Einig Introduction Physically Based Shading An Efficient Physically Based Deferred Renderer Experiments Conclusion and Future Work Bibliography 3D ENGINE DESIGN Interactive Cinematic Particles Homam Bahnassi and Wessam Bahnassi Introduction Background Challenges and Previous Work Interactive Cinematic Particles (ICP) System Outline Data Authoring Workflow Offline Build Process Runtime Execution Additional Notes Conclusion Acknowledgment Bibliography Real-Time BC6H Compression on GPU Krzysztof Narkowicz Introduction BC6H Details Compression Algorithm Results Possible Extensions Conclusion Acknowledgments Bibliography A 3D Visualization Tool Used for Test Automation in the Forza Series Gustavo Bastos Nunes Introduction Collision Mesh Issues Detecting the Issues Visualization Navigation Workflow Conclusion Acknowledgments Bibliography Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs Takahiro Harada Introduction Load Balancing Methods Semi-Static Load Balancing Results and Discussion Acknowledgment Bibliography COMPUTE Octree Mapping from a Depth Camera Dave Kotfis and Patrick Cozzi Overview Previous Work and Limitations Octree Scene Representation Rendering Techniques Results Conclusion and Future Work Acknowledgment Bibliography Interactive Sparse Eulerian Fluid Alex Dunn Overview Introduction GPU Eulerian Fluid Simulation Simulation Stages Problems Latency Resistant Sparse Fluid Simulation Performance Sparse Volume Rendering Results Conclusion Bibliography
SynopsisThe latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies. The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices. The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples. In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book's CRC Press web page.