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GPU PRO 3
(Englisch)
Advanced Rendering Techniques
Engel, Wolfgang

208,95 €

inkl. MwSt. · Portofrei
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Produktbeschreibung

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.

Sample programs and source code are available for download on the book's CRC Press web page.



Geometry Manipulation. Vertex Shader Tesselation. Real-time Deformable Terrain Rendering. Optimized Stadium Crowd Rendering. Geometric Anti-Aliasing Methods. Rendering. Practical Elliptical Texture Filtering. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering. Volumetric Real-Time Water and Foam Rendering. CryENGINE 3. Global Illumination Effects. Ray-traced Approximate Reflections Using a Grid of Oriented Splats. Screen-space Bent Cones: A Practical Approach. Real-time Near-field Global Illumination based on a Voxel Model. Shadows. Efficient Online Visibility for Shadow Maps. Depth Rejected Gobo Shadows. Handheld Devices. Inexpensive Anti-Aliasing of Simple Objects. Programming the XPERIA Play GPU. 3D Engine Design. Z3 Culling. Quaternion-based rendering pipeline. Implementing a Directionally Adaptive Edge AA Filter using DirectX 11. Designing a Data-Driven Renderer. GPGPU. Volumetric transparency with Per-Pixel Fragment Lists". Practical Binary Surface and Solid Voxelization with Direct3D 11. Interactive Ray Tracing Using the Compute Shader in DirectX 11. Contributors.



This book explores the latest developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D engine design, and environmental effects. A dedicated section on general purpose GPU programming focuses on CUDA, DirectCompute, and OpenCL examples. The book also provides tips on how to render real-time special effects and visualize data on common consumer software platforms.



GPU Pro3 is a guide to high-end computer graphics for video games and computer animation. Discussing the latest advancements in technology and graphical artistry, taken from fifty of the industry´s best, it covers tips on creating interesting geometry, shading, illumination shadows, optimizing 3D engines, and much more. GPU Pro3 is presented with full-color photos of graphical examples, charts, indexes, glossaries, and much more, making it an ideal addition to community and college collections catering to technology and artistic design.
—Wisconsin Bookwatch, April 2012



Inhaltsverzeichnis



Geometry Manipulation, Wolfgang Engel, editor Vertex Shader Tesselation, Holger Gruen Real-time Deformable Terrain Rendering, Egor Yusov Optimized Stadium Crowd Rendering, Alan Chambers Geometric Anti-Aliasing Methods, Emil Persson Rendering, Christopher Oat, editor Practical Elliptical Texture Filtering, Pavlos Mavridis and Georgios Papaioannou An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering, Christian Schuler Volumetric Real-Time Water and Foam Rendering, Daniel Scherzer, Florian Bagar and Oliver Mattausch CryENGINE 3, Tiago Sousa, Nick Kasyan, and Nicolas Schulz Inexpensive Anti-Aliasing of Simple Objects, Mikkel Gjol and Mark Gjol Global Illumination Effects, Carsten Dachsbacher, editor Ray-traced Approximate Reflections Using a Grid of Oriented Splats, Holger Gruen Screen-space Bent Cones: A Practical Approach, Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel Real-time Near-field Global Illumination Based on a Voxel Model, Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, and Stefan Mueller Shadows, Wolfgang Engel, editor Efficient Online Visibility for Shadow Maps, Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer, and Michael Wimmer Depth Rejected Gobo Shadows, John White 3D Engine Design, Wessam Bahnassi, editor Z3 Culling, Pascal Gautron, Jean-Eudes Marvie and Gael Sourimant Quaternion-based Rendering Pipeline, Dzmitry Malyshau Implementing a Directionally Adaptive Edge AA Filter using DirectX 11, Matthew Johnson Designing a Data-Driven Renderer, Donal Revie GPGPU, Sebastien St-Laurent, editor Volumetric transparency with Per-Pixel Fragment Lists," Laszlo Szecsi, Pal Barta, and Balazs Kovacs Practical Binary Surface and Solid Voxelization with Direct3D 11, Michael Schwarz Interactive Ray Tracing Using the Compute Shader in DirectX 11, Arturo Garca, Francisco Avila, Sergio Murgua, and Leo Reyes Contributors



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