Engel | GPU Pro | E-Book | sack.de
E-Book

E-Book, Englisch, 742 Seiten

Engel GPU Pro

Advanced Rendering Techniques
1. Auflage 2011
ISBN: 978-1-4398-6553-8
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

Advanced Rendering Techniques

E-Book, Englisch, 742 Seiten

ISBN: 978-1-4398-6553-8
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



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.

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Zielgruppe


Computer graphics and game programmers, game developers, and computer graphics professionals.


Autoren/Hrsg.


Weitere Infos & Material


MATHEMATICS, Sam Martin
GPU Color Quantization, Chi Sing Leung, Tze-Vui Ho, and Vi Xiao
Visualize Your Shadow Map Techniques, Fan Zhang, Chong Zhao, and Adrian Egli

GEOMETRY MANIPULATION, Natalya Tatarchuk
As Simple as Possible Tessellation for Interactive Applications, Tamy Boubekeur
Rule-Based Geometry Synthesis in Real-Time, Milan Magdics and Gergely Klar
GPU-Based NURBS Geometry Evaluation and Rendering, Graham Hemingway
Polygonal-Functional Hybrids for Computer Animation and Games, D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos

RENDERING TECHNIQUES, Wessam Bahnassi
Quadtree Displacement Mapping with Height Blending, Michal Drobot
NPR Effects Using the Geometry Shader, Pedro Hermosilla and Pere-Pau Vazquez
Alpha Blending as a Post-Process, Benjamin Hathaway
Virtual Texture Mapping, Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre

GLOBAL ILLUMINATION, Carsten Dachsbacher
Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination, Chris Wyman, Greg Nichols, and Jeremy Shopf
Screen-Space Directional Occlusion, Thorsten Grosch and Tobias Ritschel
Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors, Peter Dancsik and Laszlo Szecsi

IMAGE SPACE, Christopher Oat
Anisotropic Kuwahara Filtering on the GPU, Jan Eric Kyprianidis, Henry Kang, and Jiirgen Dollner
Edge Anti-Aliasing by Post-Processing, Hugh Malan
Environment Mapping with Floyd-Steinberg Halftoning, Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton Penzov
Hierarchical Item Buffers for Granular Occlusion Culling, Thomas Engelhardt and Carsten Dachsbacher
Realistic Depth of Field in Postproduction, David Illes and Peter Horvath
Real-Time Screen Space Cloud Lighting, Kaori Kubota
Screen-Space Subsurface Scattering, Jorge Jimenez and Diego Gutierrez

HANDHELD DEVICES, Kristof Beets
Migration to OpenGL ES 2.0, Ken Catterall
Touchscreen-Based User Interaction, Andrea Bizzotto
iPhone 3GS Graphics Development and Optimization Strategies, Andrew Senior
Optimizing a 3D UI Engine for Mobile Devices, Hyunwoo Ki

SHADOWS, Wolfgang Engel
Fast Conventional Shadow Filtering, Holger Gruen
Hybrid Min/Max Plane-Based Shadow Maps, Holger Gruen
Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping, Hung-Chien Liao
Screen Space Soft Shadows, Jesus Gumbau, Miguel Chover, and Mateu Sbert

3D ENGINE DESIGN, Wolfgang Engel
Multi-Fragment Effects on the GPU Using Bucket Sort, Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu
Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine, Steven Tovey and Stephen McAuley
Porting Code between Direct3D9 and OpenGL 2.0, Wojciech Sterna
Practical Thread Rendering for DirectX 9, David Pangerl

GAME POSTMORTEMS, Matthias Wloka
Stylized Rendering in Spore, Shalin Shodhan and Andrew Willmott
Rendering Techniques in Call of Juarez: Bound in Blood, Pawel Rohleder and Maciej Jamrozik
Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2, Emil Persson
Destructible Volumetric Terrain, Marek Rosa

BEYOND PIXELS AND TRIANGLES, Sebastien St-Laurent
Parallelized Implementation of Universal Visual Computer, Tze-Yui Ho, Ping-Man Lam, and Chi-Sing Leung
Accelerating Virtual Texturing Using CUDA, Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de Walle
Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels, Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann
Spatial Binning on the GPU, Christopher Oat, Joshua Barczak, and Jeremy Shopf
Real-Time Interaction between Particles and the Dynamic Mesh on the GPU, Vlad Alexandrov


Wolfgang Engel is the CTO & Co-Founder of Confetti Special Effects Inc. He worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books, and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and is active in several advisory boards in the industry.



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