Book description
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.
Table of contents
- Front Cover
- Contents (1/2)
- Contents (2/2)
- Acknowledgments
- Web Materials
-
I. Geometry Manipulation
- 1. Vertex Shader Tessellation (1/2)
- 1. Vertex Shader Tessellation (2/2)
- 2. Real-Time Deformable Terrain Rendering with DirectX 11 (1/6)
- 2. Real-Time Deformable Terrain Rendering with DirectX 11 (2/6)
- 2. Real-Time Deformable Terrain Rendering with DirectX 11 (3/6)
- 2. Real-Time Deformable Terrain Rendering with DirectX 11 (4/6)
- 2. Real-Time Deformable Terrain Rendering with DirectX 11 (5/6)
- 2. Real-Time Deformable Terrain Rendering with DirectX 11 (6/6)
- 3. Optimized Stadium Crowd Rendering (1/6)
- 3. Optimized Stadium Crowd Rendering (2/6)
- 3. Optimized Stadium Crowd Rendering (3/6)
- 3. Optimized Stadium Crowd Rendering (4/6)
- 3. Optimized Stadium Crowd Rendering (5/6)
- 3. Optimized Stadium Crowd Rendering (6/6)
- 4. Geometric Antialiasing Methods (1/4)
- 4. Geometric Antialiasing Methods (2/4)
- 4. Geometric Antialiasing Methods (3/4)
- 4. Geometric Antialiasing Methods (4/4)
-
II. Rendering
- 1. Practical Elliptical Texture Filtering on the GPU (1/3)
- 1. Practical Elliptical Texture Filtering on the GPU (2/3)
- 1. Practical Elliptical Texture Filtering on the GPU (3/3)
- 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (1/3)
- 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (2/3)
- 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (3/3)
- 3. Volumetric Real-Time Water and Foam Rendering (1/3)
- 3. Volumetric Real-Time Water and Foam Rendering (2/3)
- 3. Volumetric Real-Time Water and Foam Rendering (3/3)
- 4. CryENGINE 3: Three Years of Work in Review (1/8)
- 4. CryENGINE 3: Three Years of Work in Review (2/8)
- 4. CryENGINE 3: Three Years of Work in Review (3/8)
- 4. CryENGINE 3: Three Years of Work in Review (4/8)
- 4. CryENGINE 3: Three Years of Work in Review (5/8)
- 4. CryENGINE 3: Three Years of Work in Review (6/8)
- 4. CryENGINE 3: Three Years of Work in Review (7/8)
- 4. CryENGINE 3: Three Years of Work in Review (8/8)
- 5. Inexpensive Antialiasing of Simple Objects (1/2)
- 5. Inexpensive Antialiasing of Simple Objects (2/2)
-
III. Global Illumination Effects
- 1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats (1/2)
- 1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats (2/2)
- 2. Screen-Space Bent Cones: A Practical Approach (1/4)
- 2. Screen-Space Bent Cones: A Practical Approach (2/4)
- 2. Screen-Space Bent Cones: A Practical Approach (3/4)
- 2. Screen-Space Bent Cones: A Practical Approach (4/4)
- 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (1/5)
- 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (2/5)
- 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (3/5)
- 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (4/5)
- 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (5/5)
- IV. Shadows
-
V. 3D Engine Design
- 1. Z3 Culling (1/3)
- 1. Z3 Culling (2/3)
- 1. Z3 Culling (3/3)
- 2. A Quaternion-Based Rendering Pipeline (1/2)
- 2. A Quaternion-Based Rendering Pipeline (2/2)
- 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (1/4)
- 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (2/4)
- 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (3/4)
- 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (4/4)
- 4. Designing a Data-Driven Renderer (1/6)
- 4. Designing a Data-Driven Renderer (2/6)
- 4. Designing a Data-Driven Renderer (3/6)
- 4. Designing a Data-Driven Renderer (4/6)
- 4. Designing a Data-Driven Renderer (5/6)
- 4. Designing a Data-Driven Renderer (6/6)
-
VI. GPGPU
- 1. Volumetric Transparency with Per-Pixel Fragment Lists (1/3)
- 1. Volumetric Transparency with Per-Pixel Fragment Lists (2/3)
- 1. Volumetric Transparency with Per-Pixel Fragment Lists (3/3)
- 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (1/4)
- 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (2/4)
- 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (3/4)
- 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (4/4)
- 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (1/5)
- 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (2/5)
- 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (3/5)
- 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (4/5)
- 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (5/5)
- About the Editors
- About the Contributors (1/2)
- About the Contributors (2/2)
Product information
- Title: GPU PRO 3
- Author(s):
- Release date: February 2012
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781439887943
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