GPU Pro 5: Advanced Rendering Techniques Front Cover

GPU Pro 5: Advanced Rendering Techniques

  • Length: 522 pages
  • Edition: 1
  • Publisher:
  • Publication Date: 2014-05-20
  • ISBN-10: 1482208636
  • ISBN-13: 9781482208634
  • Sales Rank: #1169048 (See Top 100 Books)
Description

In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming.

Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods.

In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.

Table of Contents

Part I: Rendering
Chapter 1. Per-Pixel Lists for Single Pass A-Buffer
Chapter 2. Reducing Texture Memory Usage by 2-Channel Color Encoding
Chapter 3. Particle-Based Simulation of Material Aging
Chapter 4. Simple Rasterization-Based Liquids

Part II: Lighting and Shading
Chapter 1. Physically Based Area Lights
Chapter 2. High Performance Outdoor Light Scattering Using Epipolar Sampling
Chapter 3. Volumetric Light Effects in Killzone: Shadow Fall
Chapter 4. Hi-Z Screen-Space Cone-Traced Reflections
Chapter 5. TressFX: Advanced Real-Time Hair Rendering
Chapter 6. Wire Antialiasing

Part III: Image Space
Chapter 1. Screen-Space Grass
Chapter 2. Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists
Chapter 3. Bokeh Effects on the SPU

Part IV: Mobile Devices
Chapter 1. Realistic Real-Time Skin Rendering on Mobile
Chapter 2. Deferred Rendering Techniques on Mobile Devices
Chapter 3. Bandwidth Efficient Graphics with ARM® Mali™ GPUs
Chapter 4. Efficient Morph Target Animation Using OpenGL ES 3.0
Chapter 5. Tiled Deferred Blending
Chapter 6. Adaptive Scalable Texture Compression
Chapter 7. Optimizing OpenCL Kernels for the ARM® Mali™-T600 GPUs

Part V: 3D Engine Design
Chapter 1. Quaternions Revisited
Chapter 2. glTF: Designing an Open-Standard Runtime Asset Format
Chapter 3. Managing Transformations in Hierarchy

Part VI: Compute
Chapter 1. Hair Simulation in TressFX
Chapter 2. Object-Order Ray Tracing for Fully Dynamic Scenes
Chapter 3. Quadtrees on the GPU
Chapter 4. Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs
Chapter 5. Non-separable 2D, 3D, and 4D Filtering with CUDA

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