GPU Pro 2: Advanced Rendering Techniques

By Wolfgang Engel

This e-book makes a speciality of complex rendering innovations that run at the DirectX and/or OpenGL run-time with any shader language on hand. It contains articles at the newest and maximum ideas in real-time rendering, together with MLAA, adaptive volumetric shadow maps, gentle propagation volumes, wrinkle animations, and masses extra. The e-book emphasizes ideas for hand held programming to mirror the elevated significance of pix on cellular units. It covers geometry manipulation, results in photo house, shadows, 3D engine layout, GPGPU, and graphics-related tools.

Source code and different fabrics can be found for obtain at the book's CRC Press internet page.

Show description

Quick preview of GPU Pro 2: Advanced Rendering Techniques PDF

Similar Computer Science books

PIC Robotics: A Beginner's Guide to Robotics Projects Using the PIC Micro

This is every thing the robotics hobbyist must harness the facility of the PICMicro MCU! during this heavily-illustrated source, writer John Iovine offers plans and whole elements lists for eleven easy-to-build robots every one with a PICMicro "brain. ” The expertly written assurance of the PIC easy laptop makes programming a snap -- and many enjoyable.

Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)

Successfully measuring the usability of any product calls for selecting the right metric, utilizing it, and successfully utilizing the knowledge it unearths. Measuring the consumer event offers the 1st unmarried resource of functional details to let usability execs and product builders to just do that.

Information Retrieval: Data Structures and Algorithms

Info retrieval is a sub-field of computing device technology that offers with the computerized garage and retrieval of records. delivering the most recent details retrieval thoughts, this advisor discusses info Retrieval info constructions and algorithms, together with implementations in C. aimed toward software program engineers construction structures with publication processing parts, it presents a descriptive and evaluative clarification of garage and retrieval platforms, dossier constructions, time period and question operations, record operations and undefined.

The Art of Computer Programming, Volume 4A: Combinatorial Algorithms, Part 1

The paintings of laptop Programming, quantity 4A:  Combinatorial Algorithms, half 1   Knuth’s multivolume research of algorithms is well known because the definitive description of classical desktop technology. the 1st 3 volumes of this paintings have lengthy comprised a different and valuable source in programming conception and perform.

Additional resources for GPU Pro 2: Advanced Rendering Techniques

Show sample text content

2. four dialogue . . . . . . . . . 2. five end . . . . . . . . 2. 6 Acknowledgments . . . . . Bibliography . . . . . . . . . . Christopher Oat, and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . four 7 10 12 14 14 15 Diego Gutierrez . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . three Procedural content material new release at the GPU Aleksander Netzel and Pawel Rohleder three. 1 summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . three. 2 advent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . three. three Terrain new release and Rendering . . . . . . . . . . . . . . . . 17 18 23 25 26 26 26 29 29 29 30 v ✐ ✐ ✐ ✐ ✐ ✐ ✐ ✐ vi Contents three. four Environmental results . . . . three. five placing all of it jointly . . . three. 6 Conclusions and destiny paintings Bibliography . . . . . . . . . . . . II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rendering 32 34 35 37 39 Christopher Oat, editor 1 Pre-Integrated epidermis Shading forty-one Eric Penner and George Borshukov 1. 1 advent . . . . . . . . . . . . . . . . 1. 2 historical past and former paintings . . . . . 1. three Pre-Integrating the consequences of Scattering 1. four Scattering and Diffuse gentle . . . . . . . 1. five Scattering and common Maps . . . . . . 1. 6 Shadow Scattering . . . . . . . . . . . . 1. 7 end and destiny paintings . . . . . . 1. eight Appendix A: search for Textures . . . . . 1. nine Appendix B: Simplified pores and skin Shader . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 imposing Fur utilizing Deferred Shading Donald Revie 2. 1 Deferred Rendering . . . . . 2. 2 Fur . . . . . . . . . . . . . . 2. three strategies . . . . . . . . . 2. four Fur Implementation info 2. five end . . . . . . . . . 2. 6 Acknowledgments . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . fifty seven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . three Large-Scale Terrain Rendering for outside video games Ferenc Pint´er three. 1 creation . . . . . . . . . . three. 2 content material construction and modifying three. three Runtime Shading . . . . . . . three. four functionality . . . . . . . . . . three. five attainable Extensions . . . . . . three. 6 Acknowledgments . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . forty-one forty two forty two forty four forty seven forty eight fifty one fifty two fifty three fifty four . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . fifty seven fifty nine sixty one sixty eight seventy four seventy four seventy four seventy seven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . seventy seven seventy nine eighty four ninety ninety one ninety three ninety three ✐ ✐ ✐ ✐ ✐ ✐ ✐ ✐ Contents vii four functional Morphological Antialiasing ninety five Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez four. 1 review . . . . . . . . . . . . . . . . . . . . . . . . . . . four. 2 Detecting Edges . . . . . . . . . . . . . . . . . . . . . . . four. three acquiring mixing Weights . . . . . . . . . . . . . . . . . four. four mixing with the Four-Neighborhood . . . . . . . . . . . four. five effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . four. 6 dialogue . . . . . . . . . . . . . . . . . . . . . . . . . . . four. 7 end . . . . . . . . . . . . . . . . . . . . . . . . . . four. eight Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . five quantity Decals Emil Persson five. 1 advent . . . . five. 2 Decals as Volumes five. three Conclusions . . . . Bibliography . . . . . . III ninety seven ninety eight a hundred one hundred and five 106 one hundred ten 111 112 112 one hundred fifteen .

Download PDF sample

Rated 4.28 of 5 – based on 11 votes