GPU Pro: Advanced Rendering Techniques

GPU Pro: Advanced Rendering Techniques

Language: English

Pages: 742

ISBN: 1568814720

Format: PDF / Kindle (mobi) / ePub


This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.

Example programs and source code can be downloaded from the book's CRC Press web page. 

Next-Generation Applied Intelligence: 22nd International Conference on Industrial, Engineering and Other Applications of Applied Intelligent Systems, IEA/AIE 2009, Tainan, Taiwan, June 2009, Proceedings

Digital Media Processing: DSP Algorithms Using C

Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (2nd Edition) (Interactive Technologies)

Google Secrets

Automating Microsoft Azure with Powershell

Ontologies for Software Engineering and Software Technology

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

implemented on today’s GPU using either uniform or adaptive instanced tessellation (vertex shader), or on the geometry shader for low tessellation rates. Upcoming graphics hardware and APIs such as Microsoft Direct3D 11 [Gee 08] will feature a standard tessellator unit with two new programmable stages: the Hull Shader, which defines the control network of the polygon to tessellate (in our case, this is the polygon itself together with its normal vectors and without any additional control points),

bounding geometries for frustum culling (we use it for interaction in Section 2.5 as well). These are resized to the module’s size parameter (possibly three-dimensional) and centered to the module’s position (see Listing 2.4). However, any kind of bounding volume can be stored or computed, possibly different for every symbol, and depending on the module parameters. 2.4.5 Rule Selection Before applying a specific rule, we have to decide which rule to use. First, we have to identify the left side of

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Realistic Depth of Field in Postproduction David Illes and Peter Horvath 5.1 Depth-of-Field Equations . . . . . 5.2 Camera Lens Simulation . . . . . 5.3 Exposure Simulation . . . . . . . 5.4 CUDA-Accelerated Computation . 5.5 Results . . . . . . . . . . . . . . . 5.6 Conclusion . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305 306 311 312 314 314 315 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Real-Time Screen Space Cloud Lighting Kaori Kubota 6.1 Introduction . . 6.2 Implementation 6.3 Results . . . . .

quadtree are significantly faster than traditional methods while still delivering similar quality ✐ ✐ ✐ ✐ ✐ ✐ ✐ ✐ 1. Quadtree Displacement Mapping with Height Blending POM Shadows 1.6ms 137 QDM Shadows 0.5ms Table 1.5. One light shadows calculation time for the test scene. (see Figure 1.13). For further optimization we are calculating shadows only when N · L ≥ 0. Figure 1.13. Soft shadows ON/OFF. ✐ ✐ ✐ ✐ ✐ ✐ ✐ ✐ 138 III Rendering Techniques Figure 1.14. Generated high

Download sample

Download