GPU Pro 7: Advanced Rendering Techniques
- Length: 320 pages
- Edition: 1
- Language: English
- Publisher: A K Peters/CRC Press
- Publication Date: 2016-03-18
- ISBN-10: 149874253X
- ISBN-13: 9781498742535
- Sales Rank: #846034 (See Top 100 Books)
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.
Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies.
The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.
The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples.
In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page.
Table of Contents
Part I. Geometry Manipulation
Chapter 1. Deferred Snow Deformation in Rise of the Tomb Raider
Chapter 2. Catmull-Clark Subdivision Surfaces
Part II. Lighting
Chapter 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12
Chapter 2. Fine Pruned Tiled Light Lists
Chapter 3. Deferred Attribute Interpolation Shading
Chapter 4. Real-Time Volumetric Cloudscapes
Part III. Rendering
Chapter 1. Adaptive Virtual Textures
Chapter 2. Deferred Coarse Pixel Shading
Chapter 3. Progressive Rendering Using Multi-frame Sampling
Part IV. Mobile Devices
Chapter 1. Efficient Soft Shadows Based on Static Local Cubemap
Chapter 2. Physically Based Deferred Shading on Mobile
Part V. 3D Engine Design
Chapter 1. Interactive Cinematic Particles
Chapter 2. Real-Time BC6H Compression on GPU
Chapter 3. A 3D Visualization Tool Used for Test Automation in the Forza Series
Chapter 4. Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs
Part VI. Compute
Chapter 1. Octree Mapping from a Depth Camera
Chapter 2. Interactive Sparse Eulerian Fluid