GPU PRO 3

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

  1. Front Cover
  2. Contents (1/2)
  3. Contents (2/2)
  4. Acknowledgments
  5. Web Materials
  6. I. Geometry Manipulation
    1. 1. Vertex Shader Tessellation (1/2)
    2. 1. Vertex Shader Tessellation (2/2)
    3. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (1/6)
    4. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (2/6)
    5. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (3/6)
    6. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (4/6)
    7. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (5/6)
    8. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (6/6)
    9. 3. Optimized Stadium Crowd Rendering (1/6)
    10. 3. Optimized Stadium Crowd Rendering (2/6)
    11. 3. Optimized Stadium Crowd Rendering (3/6)
    12. 3. Optimized Stadium Crowd Rendering (4/6)
    13. 3. Optimized Stadium Crowd Rendering (5/6)
    14. 3. Optimized Stadium Crowd Rendering (6/6)
    15. 4. Geometric Antialiasing Methods (1/4)
    16. 4. Geometric Antialiasing Methods (2/4)
    17. 4. Geometric Antialiasing Methods (3/4)
    18. 4. Geometric Antialiasing Methods (4/4)
  7. II. Rendering
    1. 1. Practical Elliptical Texture Filtering on the GPU (1/3)
    2. 1. Practical Elliptical Texture Filtering on the GPU (2/3)
    3. 1. Practical Elliptical Texture Filtering on the GPU (3/3)
    4. 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (1/3)
    5. 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (2/3)
    6. 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (3/3)
    7. 3. Volumetric Real-Time Water and Foam Rendering (1/3)
    8. 3. Volumetric Real-Time Water and Foam Rendering (2/3)
    9. 3. Volumetric Real-Time Water and Foam Rendering (3/3)
    10. 4. CryENGINE 3: Three Years of Work in Review (1/8)
    11. 4. CryENGINE 3: Three Years of Work in Review (2/8)
    12. 4. CryENGINE 3: Three Years of Work in Review (3/8)
    13. 4. CryENGINE 3: Three Years of Work in Review (4/8)
    14. 4. CryENGINE 3: Three Years of Work in Review (5/8)
    15. 4. CryENGINE 3: Three Years of Work in Review (6/8)
    16. 4. CryENGINE 3: Three Years of Work in Review (7/8)
    17. 4. CryENGINE 3: Three Years of Work in Review (8/8)
    18. 5. Inexpensive Antialiasing of Simple Objects (1/2)
    19. 5. Inexpensive Antialiasing of Simple Objects (2/2)
  8. III. Global Illumination Effects
    1. 1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats (1/2)
    2. 1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats (2/2)
    3. 2. Screen-Space Bent Cones: A Practical Approach (1/4)
    4. 2. Screen-Space Bent Cones: A Practical Approach (2/4)
    5. 2. Screen-Space Bent Cones: A Practical Approach (3/4)
    6. 2. Screen-Space Bent Cones: A Practical Approach (4/4)
    7. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (1/5)
    8. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (2/5)
    9. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (3/5)
    10. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (4/5)
    11. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (5/5)
  9. IV. Shadows
    1. 1. Efficient Online Visibility for Shadow Maps (1/2)
    2. 1. Efficient Online Visibility for Shadow Maps (2/2)
    3. 2. Depth Rejected Gobo Shadows (1/2)
    4. 2. Depth Rejected Gobo Shadows (2/2)
  10. V. 3D Engine Design
    1. 1. Z3 Culling (1/3)
    2. 1. Z3 Culling (2/3)
    3. 1. Z3 Culling (3/3)
    4. 2. A Quaternion-Based Rendering Pipeline (1/2)
    5. 2. A Quaternion-Based Rendering Pipeline (2/2)
    6. 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (1/4)
    7. 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (2/4)
    8. 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (3/4)
    9. 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (4/4)
    10. 4. Designing a Data-Driven Renderer (1/6)
    11. 4. Designing a Data-Driven Renderer (2/6)
    12. 4. Designing a Data-Driven Renderer (3/6)
    13. 4. Designing a Data-Driven Renderer (4/6)
    14. 4. Designing a Data-Driven Renderer (5/6)
    15. 4. Designing a Data-Driven Renderer (6/6)
  11. VI. GPGPU
    1. 1. Volumetric Transparency with Per-Pixel Fragment Lists (1/3)
    2. 1. Volumetric Transparency with Per-Pixel Fragment Lists (2/3)
    3. 1. Volumetric Transparency with Per-Pixel Fragment Lists (3/3)
    4. 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (1/4)
    5. 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (2/4)
    6. 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (3/4)
    7. 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (4/4)
    8. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (1/5)
    9. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (2/5)
    10. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (3/5)
    11. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (4/5)
    12. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (5/5)
  12. About the Editors
  13. About the Contributors (1/2)
  14. About the Contributors (2/2)

Product information

  • Title: GPU PRO 3
  • Author(s): Wolfgang Engel
  • Release date: February 2012
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781439887943