GPU Pro 6

  • Producent: Apple
  • Oprawa: Twarda
Wysyłka: Niedostępna
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Nasza cena: 294,53 PLN
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Opis: GPU Pro 6

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 Pro6: 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 45 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, shadows, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples. In color throughout, GPU Pro6 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.I: GEOMETRY MANIPULATION Dynamic GPU Terrain; David Pangerl Introduction Overview Terrain Data Rendering Dynamic Modification Physics Synchronization Problems Conclusions Bandwidth Efficient Procedural Meshes in the GPU via Tessellation; Gustavo Bastos Nunes and Joao Lucas Guberman Raza Introduction Procedural Mesh and the Graphics Pipeline Hull Shader Domain Shader Noise in Procedural Meshes Performance Optimizations Conclusion Bibliography Real-Time Deformation of Subdivision Surfaces on Object Collisions; Henry Schafer, Matthias Niessner, Benjamin Keinert, and Marc Stamminger Introduction Deformable Surface Representation Algorithm Overview Pipeline Optimizations Results Conclusion Acknowledgments Bibliography Realistic Volumetric Explosions in Games; Alex Dunn Introduction Rendering Pipeline Overview Offline/Pre-Processing Runtime Visual Improvements Results Performance Conclusion Acknowledgements Bibliography II: RENDERING Next-Gen Rendering in Thief; Peter Sikachev, Samuel Delmont, Uriel Doyon, and Jean-Normand Bucci Introduction Reflections Contact-Hardening Shadows Lit Particles Compute Shaders-Based Post-Processing Conclusion Acknowledgments Bibliography Grass Rendering and Simulation with LOD; Dongsoo Han and Hongwei Li Introduction Render Grass Blades Simulation Results Bibliography Hybrid Reconstruction Anti-Aliasing; Michael Drobot Introduction Overview Related work Hybrid Anti-Aliasing Overview Temporally Stable Edge Anti-Aliasing Temporal Super Sampling Temporal Anti-aliasing (TAA) Final Implementation Results Discussion Conclusion Bibliography Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering; Egor Yusov Introduction Light Transport Theory Pre-computed Solutions Volume-Aware Blending Implementation Results and Discussion Conclusion Bibliography Sparse Procedural Volume Rendering; Doug McNabb Introduction Overview of Current Techniques Overview Metavoxels Algorithm Conclusion Bibliography III: LIGHTING Real-Time Lighting via Light Linked List; Abdul Bezrati Introduction Algorithm Populating the Light Linked List Accessing the Light Linked List Reduced Resolution Conclusion Bibliography Deferred Normalized Irradiance Probes; John Huelin, Benjamin Rouveyrol, and Bart lomiej Wronski Introduction Deferred Normalized Irradiance Probes Algorithm Tool Side of the Algorithm Runtime Details of Algorithm Results and Discussion Bibliography Volumetric Fog and Lighting; Bartlomiej Wronski Introduction Volumetric Fog Algorithm Results and Discussion Bibliography Physically Based Light Probe Generation on GPU; Ivan Spogreev Introduction Light Probes Theory Generating Light Probes on the GPU Results Bibliography Real-Time Global Illumination Using Slices; Hugh Malan Introduction Algorithm Overview Approximating the Irradiance Due to an Emissive Plane Building the Image Pyramid Combining Multiple Slices Layered Heightfields Slice Placement Propagating Irradiance Results Conclusion Bibliography IV: SHADOWS Practical Screen Space Soft Shadows; Marton Tamas and Viktor Heisenberger Pre-introduction Introduction History Algorithm Overview Shadow Map Rendering Pass Introducing Layers, Light Assignment Layered Penumbra Map Pass Anisotropic Gaussian Blur Pass Lighting Pass Performance Considerations Results Quality Tests Performance Analysis Conclusion Bibliography Tile-Based Omnidirectional Shadows; Hawar Doghramachi Introduction Overview Implementation Results Discussion Conclusion Bibliography Shadow Map Silhouette Revectorization; Vladimir Bondarev Introduction Implementation Results Future Work Conclusion Bibliography V: MOBILE DEVICES Hybrid Ray Tracing on a PowerVR GPU; Gareth Morgan Review Combining Ray Tracing with Rasterization Hard Shadows Soft Shadows Reflections Transparency Performance Results Conclusion Bibliography Implementing a GPU-Only Particles Collision System with ASTC 3D Textures and OpenGL ES 3.0; Daniele Di Donato Introduction GPU-Only particles system Physics Simulation Rendering the Particles Conclusion Bibliography Animated Characters with Shell Fur for Mobile Devices; Andrew Girdler and James L Jones Introduction Overview Creating a Shell Fur Texture Bone Batches or Single Pass? Model Data and Setup Animation with TF Instancing for Fur Shells Lighting and Other Effects Conclusion Bibliography High Dynamic Range Computational Photography on Mobile GPUs; Simon McIntosh-Smith, Amir Chohan, Dan Curran, and Anton Lokhmotov Introduction Background Tone Mapping Operators Related Work GPGPU using OpenCL OpenGL ES and Android Implementing an HDR Pipeline using OpenCL and OpenGL ES Android Implementation Performance of our HDR effects Conclusions Bibliography VI: COMPUTE Compute-Based Tiled Culling; Jason Stewart Introduction Overview Implementation Optimization Unreal(R) Engine 4 Results Conclusion Acknowledgments Bibliography Rendering Vector Displacement Mapped Surfaces in a GPU Ray Tracer; Takahiro Harada Introduction Displacement Mapping Ray Tracing a Scene with Vector Displacement Maps Ray Tracing a Vector Displacement Patch Integration into an OpenCL Ray Tracer Results and Discussion Conclusion Bibliography Smooth Probabilistic Ambient Occlusion for Volume Rendering; Thomas Kroes, Dirk Schut, and Elmar Eisemann Introduction Smooth Probabilistic Ambient Occlusion Approximating Ambient Occlusion Results Conclusion Bibliography VII 3D ENGINE DESIGN Blockwise Linear Binary Grids for Fast Ray Casting Operations; Holger Gruen Overview Introduction Block-Wise Linear Memory Layout Rendering Block-wise linear Binary Voxel Grids Casting Rays Through a Block-Wise Linear Grid Detecting Occlusions During Indirect Light Gathering Results Future Work External References Bibliography Semantic Based Shader Generation Using Shader Shaker; Michael Delva, Julien Hamaide, and Ramses Ladlani Introduction Previous Work Definitions Overview Algorithm Explanation Error Reporting Usage Discussions What's next Conclusion Bibliography ANGLE: Bringing OpenGL ES to the Desktop; Shannon Woods, Nicolas Capens, Jamie Madill, and Geoff Lang Introduction Direct3D 11 Shader Translation Implementing ES3 on Feature Level 10 Future Directions: Moving To New Platforms Recommended Practices Bibliography


Szczegóły: GPU Pro 6

Tytuł: GPU Pro 6
Producent: Apple
ISBN: 9781482264616
Rok produkcji: 2015
Ilość stron: 586
Oprawa: Twarda
Waga: 1.41 kg


Recenzje: GPU Pro 6

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GPU Pro 6

  • Producent: Apple
  • Oprawa: Twarda

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 Pro6: 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 45 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, shadows, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples. In color throughout, GPU Pro6 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.I: GEOMETRY MANIPULATION Dynamic GPU Terrain; David Pangerl Introduction Overview Terrain Data Rendering Dynamic Modification Physics Synchronization Problems Conclusions Bandwidth Efficient Procedural Meshes in the GPU via Tessellation; Gustavo Bastos Nunes and Joao Lucas Guberman Raza Introduction Procedural Mesh and the Graphics Pipeline Hull Shader Domain Shader Noise in Procedural Meshes Performance Optimizations Conclusion Bibliography Real-Time Deformation of Subdivision Surfaces on Object Collisions; Henry Schafer, Matthias Niessner, Benjamin Keinert, and Marc Stamminger Introduction Deformable Surface Representation Algorithm Overview Pipeline Optimizations Results Conclusion Acknowledgments Bibliography Realistic Volumetric Explosions in Games; Alex Dunn Introduction Rendering Pipeline Overview Offline/Pre-Processing Runtime Visual Improvements Results Performance Conclusion Acknowledgements Bibliography II: RENDERING Next-Gen Rendering in Thief; Peter Sikachev, Samuel Delmont, Uriel Doyon, and Jean-Normand Bucci Introduction Reflections Contact-Hardening Shadows Lit Particles Compute Shaders-Based Post-Processing Conclusion Acknowledgments Bibliography Grass Rendering and Simulation with LOD; Dongsoo Han and Hongwei Li Introduction Render Grass Blades Simulation Results Bibliography Hybrid Reconstruction Anti-Aliasing; Michael Drobot Introduction Overview Related work Hybrid Anti-Aliasing Overview Temporally Stable Edge Anti-Aliasing Temporal Super Sampling Temporal Anti-aliasing (TAA) Final Implementation Results Discussion Conclusion Bibliography Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering; Egor Yusov Introduction Light Transport Theory Pre-computed Solutions Volume-Aware Blending Implementation Results and Discussion Conclusion Bibliography Sparse Procedural Volume Rendering; Doug McNabb Introduction Overview of Current Techniques Overview Metavoxels Algorithm Conclusion Bibliography III: LIGHTING Real-Time Lighting via Light Linked List; Abdul Bezrati Introduction Algorithm Populating the Light Linked List Accessing the Light Linked List Reduced Resolution Conclusion Bibliography Deferred Normalized Irradiance Probes; John Huelin, Benjamin Rouveyrol, and Bart lomiej Wronski Introduction Deferred Normalized Irradiance Probes Algorithm Tool Side of the Algorithm Runtime Details of Algorithm Results and Discussion Bibliography Volumetric Fog and Lighting; Bartlomiej Wronski Introduction Volumetric Fog Algorithm Results and Discussion Bibliography Physically Based Light Probe Generation on GPU; Ivan Spogreev Introduction Light Probes Theory Generating Light Probes on the GPU Results Bibliography Real-Time Global Illumination Using Slices; Hugh Malan Introduction Algorithm Overview Approximating the Irradiance Due to an Emissive Plane Building the Image Pyramid Combining Multiple Slices Layered Heightfields Slice Placement Propagating Irradiance Results Conclusion Bibliography IV: SHADOWS Practical Screen Space Soft Shadows; Marton Tamas and Viktor Heisenberger Pre-introduction Introduction History Algorithm Overview Shadow Map Rendering Pass Introducing Layers, Light Assignment Layered Penumbra Map Pass Anisotropic Gaussian Blur Pass Lighting Pass Performance Considerations Results Quality Tests Performance Analysis Conclusion Bibliography Tile-Based Omnidirectional Shadows; Hawar Doghramachi Introduction Overview Implementation Results Discussion Conclusion Bibliography Shadow Map Silhouette Revectorization; Vladimir Bondarev Introduction Implementation Results Future Work Conclusion Bibliography V: MOBILE DEVICES Hybrid Ray Tracing on a PowerVR GPU; Gareth Morgan Review Combining Ray Tracing with Rasterization Hard Shadows Soft Shadows Reflections Transparency Performance Results Conclusion Bibliography Implementing a GPU-Only Particles Collision System with ASTC 3D Textures and OpenGL ES 3.0; Daniele Di Donato Introduction GPU-Only particles system Physics Simulation Rendering the Particles Conclusion Bibliography Animated Characters with Shell Fur for Mobile Devices; Andrew Girdler and James L Jones Introduction Overview Creating a Shell Fur Texture Bone Batches or Single Pass? Model Data and Setup Animation with TF Instancing for Fur Shells Lighting and Other Effects Conclusion Bibliography High Dynamic Range Computational Photography on Mobile GPUs; Simon McIntosh-Smith, Amir Chohan, Dan Curran, and Anton Lokhmotov Introduction Background Tone Mapping Operators Related Work GPGPU using OpenCL OpenGL ES and Android Implementing an HDR Pipeline using OpenCL and OpenGL ES Android Implementation Performance of our HDR effects Conclusions Bibliography VI: COMPUTE Compute-Based Tiled Culling; Jason Stewart Introduction Overview Implementation Optimization Unreal(R) Engine 4 Results Conclusion Acknowledgments Bibliography Rendering Vector Displacement Mapped Surfaces in a GPU Ray Tracer; Takahiro Harada Introduction Displacement Mapping Ray Tracing a Scene with Vector Displacement Maps Ray Tracing a Vector Displacement Patch Integration into an OpenCL Ray Tracer Results and Discussion Conclusion Bibliography Smooth Probabilistic Ambient Occlusion for Volume Rendering; Thomas Kroes, Dirk Schut, and Elmar Eisemann Introduction Smooth Probabilistic Ambient Occlusion Approximating Ambient Occlusion Results Conclusion Bibliography VII 3D ENGINE DESIGN Blockwise Linear Binary Grids for Fast Ray Casting Operations; Holger Gruen Overview Introduction Block-Wise Linear Memory Layout Rendering Block-wise linear Binary Voxel Grids Casting Rays Through a Block-Wise Linear Grid Detecting Occlusions During Indirect Light Gathering Results Future Work External References Bibliography Semantic Based Shader Generation Using Shader Shaker; Michael Delva, Julien Hamaide, and Ramses Ladlani Introduction Previous Work Definitions Overview Algorithm Explanation Error Reporting Usage Discussions What's next Conclusion Bibliography ANGLE: Bringing OpenGL ES to the Desktop; Shannon Woods, Nicolas Capens, Jamie Madill, and Geoff Lang Introduction Direct3D 11 Shader Translation Implementing ES3 on Feature Level 10 Future Directions: Moving To New Platforms Recommended Practices Bibliography

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