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ISBN:9780321228321

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简介

This book/CD-ROM package describes real-time graphics techniques arising from the research and practice of cutting-edge developers. The book focuses on the programmable graphics pipeline available in today's graphics processing units (GPUs) and highlights tricks used by leading developers as well as fundamental, performance-conscious techniques for creating advanced visual effects. Color examples illustrate techniques on almost every page, and the accompanying CD- ROM contains examples and sample programs. Fernando is affiliated with NVIDIA, as are many of the contributors. Annotation 漏2004 Book News, Inc., Portland, OR (booknews.com)

目录

Copyright
Foreword
Preface
Contributors
Part I:聽Natural Effects Download Chapter
1 Token Chapter 1.聽Effective Water Simulation from Physical Models Section 1.1.聽Goals and Scope
Section 1.2.聽The Sum of Sines Approximation Section 1.2.2.聽Normals and Tangents
Section 1.2.3.聽Geometric Waves
Section 1.3.聽Authoring
Section 1.4.聽Runtime Processing
Section 1.5.聽Conclusion
Section 1.6.聽References
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1 Token Chapter 2.聽Rendering Water Caustics Section 2.1.聽Introduction
Section 2.2.聽Computing Caustics
Section 2.3.聽Our Approach
Section 2.4.聽Implementation Using OpenGL
Section 2.5.聽Implementation Using a High-Level Shading Language
Section 2.6.聽Conclusion
Section 2.7.聽References
Chapter 3.聽Skin in the 鈥淒awn鈥?Demo Section 3.1.聽Introduction
Section 3.2.聽Skin Shading
Section 3.3.聽Lighting the Scene
Section 3.4.聽How Skin Responds to Light
Section 3.5.聽Implementation Section 3.5.1.聽The Vertex Shader
Section 3.5.2.聽The Fragment Shader
Section 3.6.聽Conclusion
Section 3.7.聽References
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1 Token Chapter 4.聽Animation in the 鈥淒awn鈥?Demo Section 4.1.聽Introduction
Section 4.2.聽Mesh Animation
Section 4.3.聽Morph Targets
Section 4.4.聽Skinning Section 4.4.1.聽Accumulated Matrix Skinning
Section 4.5.聽Conclusion
Section 4.6.聽References
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1 Token Chapter 5.聽Implementing Improved Perlin Noise Section 5.1.聽The Noise Function
Section 5.2.聽The Original Implementation
Section 5.3.聽Deficiencies of the Original Implementation
Section 5.4.聽Improvements to Noise
Section 5.5.聽How to Make Good Fake Noise in Pixel Shaders
Section 5.6.聽Making Bumps Without Looking at Neighboring Vertices
Section 5.7.聽Conclusion
Section 5.8.聽References
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1 Token Chapter 6.聽Fire in the 鈥淰ulcan鈥?Demo Section 6.1.聽Creating Realistic Flames
Section 6.2.聽Implementing Animated Sprites
Section 6.3.聽Particle Motion
Section 6.4.聽Performance
Section 6.5.聽Post-Rendering Effects Section 6.5.4.聽The Final Program
Section 6.6.聽Conclusion
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1 Token Chapter 7.聽Rendering Countless Blades of Waving Grass Section 7.1.聽Introduction
Section 7.2.聽Overview
Section 7.3.聽Preparation of the Grass Objects
Section 7.4.聽Animation Section 7.4.2.聽Animation per Cluster of Grass Objects
Section 7.5.聽Conclusion
Section 7.6.聽Further Reading
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1 Token Chapter 8.聽Simulating Diffraction Section 8.1.聽What Is Diffraction? Section 8.1.1.聽The Wave Theory of Light
Section 8.2.聽Implementation
Section 8.3.聽Results
Section 8.4.聽Conclusion
Section 8.5.聽References
Part II:聽Lighting and Shadows Download Chapter
1 Token Chapter 9.聽Efficient Shadow Volume Rendering Section 9.1.聽Introduction
Section 9.2.聽Program Structure Section 9.2.2.聽Vertex Buffer Structure
Section 9.3.聽Detailed Discussion Section 9.3.4.聽The findBackfaces Method
Section 9.3.6.聽Sides
Section 9.4.聽Debugging
Section 9.5.聽Geometry Optimizations Section 9.5.2.聽Point Lights and Spotlights
Section 9.5.4.聽Uncapped Performance
Section 9.6.聽Fill-Rate Optimizations
Section 9.7.聽Future Shadows
Section 9.8.聽References
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1 Token Chapter 10.聽Cinematic Lighting Section 10.1.聽Introduction
Section 10.2.聽A Direct Lighting Illumination Model
Section 10.3.聽The Uberlight Shader
Section 10.4.聽Performance Concerns
Section 10.5.聽Conclusion
Section 10.6.聽References
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1 Token Chapter 11.聽Shadow Map Antialiasing Section 11.1.聽Introduction
Section 11.2.聽Percentage-Closer Filtering
Section 11.3.聽A Brute-Force Implementation
Section 11.4.聽Using Fewer Samples
Section 11.5.聽Why It Works
Section 11.6.聽Conclusion
Section 11.7.聽References
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1 Token Chapter 12.聽Omnidirectional Shadow Mapping Section 12.1.聽Introduction
Section 12.2.聽The Shadow-Mapping Algorithm
Section 12.3.聽Implementation Section 12.3.2.聽Resource Creation
Section 12.4.聽Adding Soft Shadows
Section 12.5.聽Conclusion
Section 12.6.聽References
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1 Token Chapter 13.聽Generating Soft Shadows Using Occlusion Interval Maps Section 13.1.聽The Gas Station
Section 13.2.聽The Algorithm
Section 13.3.聽Creating the Maps
Section 13.4.聽Rendering
Section 13.5.聽Limitations
Section 13.6.聽Conclusion
Section 13.7.聽References
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1 Token Chapter 14.聽Perspective Shadow Maps: Care and Feeding Section 14.1.聽Introduction
Section 14.2.聽Problems with the PSM Algorithm
Section 14.3.聽Tricks for Better Shadow Maps
Section 14.4.聽Results
Section 14.5.聽References
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1 Token Chapter 15.聽Managing Visibility for Per-Pixel Lighting Section 15.1.聽Visibility in a GPU Book?
Section 15.2.聽Batches and Per-Pixel Lighting
Section 15.3.聽Visibility As Sets
Section 15.4.聽Generating Sets Section 15.4.3.聽The Illumination Set
Section 15.5.聽Visibility for Fill Rate
Section 15.6.聽Practical Application
Section 15.7.聽Conclusion
Section 15.8.聽References
Part III:聽Materials Download Chapter
1 Token Chapter 16.聽Real-Time Approximations to Subsurface Scattering Section 16.1.聽The Visual Effects of Subsurface Scattering
Section 16.2.聽Simple Scattering Approximations
Section 16.3.聽Simulating Absorption Using Depth Maps
Section 16.4.聽Texture-Space Diffusion
Section 16.5.聽Conclusion
Section 16.6.聽References
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1 Token Chapter 17.聽Ambient Occlusion Section 17.1.聽Overview
Section 17.2.聽The Preprocessing Step
Section 17.3.聽Hardware-Accelerated Occlusion
Section 17.4.聽Rendering with Ambient Occlusion Maps
Section 17.5.聽Conclusion
Section 17.6.聽Further Reading
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1 Token Chapter 18.聽Spatial BRDFs Section 18.1.聽What Is an SBRDF?
Section 18.2.聽Details of the Representation
Section 18.3.聽Rendering Using Discrete Lights
Section 18.4.聽Rendering Using Environment Maps Section 18.4.1.聽The Math
Section 18.5.聽Conclusion
Section 18.6.聽References
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1 Token Chapter 19.聽Image-Based Lighting Section 19.1.聽Localizing Image-Based Lighting
Section 19.2.聽The Vertex Shader
Section 19.3.聽The Fragment Shader Section 19.3.1.聽Additional Shader Details
Section 19.4.聽Diffuse IBL
Section 19.5.聽Shadows
Section 19.6.聽Using Localized Cube Maps As Backgrounds
Section 19.7.聽Conclusion
Section 19.8.聽Further Reading
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1 Token Chapter 20.聽Texture Bombing Section 20.1.聽Texture Bombing 101 Section 20.1.6.聽Random Image Selection from Multiple Choices
Section 20.2.聽Technical Considerations
Section 20.3.聽Advanced Features Section 20.3.4.聽Time-Varying Textures
Section 20.4.聽Conclusion
Section 20.5.聽References
Part IV:聽Image Processing Download Chapter
1 Token Chapter 21.聽Real-Time Glow Section 21.1.聽Overview of the Technique
Section 21.2.聽Rendering Glows: Step by Step Section 21.2.4.聽Convolution on the GPU
Section 21.3.聽Hardware-Specific Implementations
Section 21.4.聽Other Uses for Blur
Section 21.5.聽Adding the Effects to a Game Engine
Section 21.6.聽Conclusion
Section 21.7.聽References
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1 Token Chapter 22.聽Color Controls Section 22.1.聽Introduction
Section 22.2.聽Channel-Based Color Correction Section 22.2.2.聽Curves
Section 22.3.聽Multichannel Color Correction and Conversion
Section 22.4.聽References
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1 Token Chapter 23.聽Depth of Field: A Survey of Techniques Section 23.1.聽What Is Depth of Field?
Section 23.2.聽Ray-Traced Depth of Field
Section 23.3.聽Accumulation-Buffer Depth of Field
Section 23.4.聽Layered Depth of Field Section 23.4.1.聽Analysis
Section 23.5.聽Forward-Mapped Z-Buffer Depth of Field
Section 23.6.聽Reverse-Mapped Z-Buffer Depth of Field
Section 23.7.聽Conclusion
Section 23.8.聽References
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1 Token Chapter 24.聽High-Quality Filtering Section 24.1.聽Quality vs. Speed
Section 24.2.聽Understanding GPU Derivatives
Section 24.3.聽Analytical Antialiasing and Texturing
Section 24.4.聽Conclusion
Section 24.5.聽References
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1 Token Chapter 25.聽Fast Filter-Width Estimates with Texture Maps Section 25.1.聽The Need for Derivatives in Shaders
Section 25.2.聽Computing Filter Width with Textures
Section 25.3.聽Discussion
Section 25.4.聽Further Reading
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1 Token Chapter 26.聽The OpenEXR Image File Format Section 26.1.聽What Is OpenEXR?
Section 26.2.聽The OpenEXR File Structure
Section 26.3.聽OpenEXR Data Compression
Section 26.4.聽Using OpenEXR Section 26.4.2.聽Rendering and Writing an OpenEXR Image
Section 26.5.聽Linear Pixel Values
Section 26.6.聽Creating and Using HDR Images
Section 26.7.聽Conclusion
Section 26.8.聽References
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1 Token Chapter 27.聽A Framework for Image Processing Section 27.1.聽Introduction
Section 27.2.聽Framework Design Section 27.2.1.聽Operators and Filters
Section 27.2.3.聽Missing Pieces
Section 27.3.聽Implementation Section 27.3.1.聽The Image Class
Section 27.4.聽A Sample Application
Section 27.5.聽Performance and Limitations
Section 27.6.聽Conclusion
Section 27.7.聽References
Part V:聽Performance and Practicalities Download Chapter
1 Token Chapter 28.聽Graphics Pipeline Performance Section 28.1.聽Overview
Section 28.2.聽Locating the Bottleneck Section 28.2.1.聽Raster Operations
Section 28.3.聽Optimization Section 28.3.4.聽Speeding Up Fragment Shading
Section 28.4.聽Conclusion
Section 28.5.聽References
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1 Token Chapter 29.聽Efficient Occlusion Culling Section 29.1.聽What Is Occlusion Culling?
Section 29.2.聽How Does Occlusion Query Work?
Section 29.3.聽Beginning to Use Occlusion Queries Section 29.3.2.聽Occluders vs. Occludees
Section 29.4.聽One Step Further
Section 29.5.聽A Word About Bounding Boxes Section 29.5.2.聽Animated Objects
Section 29.6.聽Other Issues
Section 29.7.聽A Little Reminder
Section 29.8.聽An Application: Lens Flares
Section 29.9.聽Conclusion
Section 29.10.聽References
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1 Token Chapter 30.聽The Design of FX Composer Section 30.1.聽Tools Development
Section 30.2.聽Initial Features and Target Audience
Section 30.3.聽Object Design
Section 30.4.聽File Format
Section 30.5.聽User Interface
Section 30.6.聽Direct3D Graphics Implementation Section 30.6.2.聽Direct3D Effects
Section 30.7.聽Scene Management
Section 30.8.聽Conclusion
Section 30.9.聽References
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1 Token Chapter 31.聽Using FX Composer Section 31.1.聽Getting Started
Section 31.2.聽Sample Project
Section 31.3.聽Conclusion
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1 Token Chapter 32.聽An Introduction to Shader Interfaces Section 32.1.聽The Basics of Shader Interfaces
Section 32.2.聽A Flexible Description of Lights
Section 32.3.聽Material Trees
Section 32.4.聽Conclusion
Section 32.5.聽References
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1 Token Chapter 33.聽Converting Production RenderMan Shaders to Real-Time Section 33.1.聽Introduction
Section 33.2.聽Lights Section 33.2.3.聽Additional Lighting Parameters
Section 33.3.聽The Vertex Program vs. the Fragment Program
Section 33.4.聽Using Vertex and Fragment Programs
Section 33.5.聽Optimization Techniques on the Fragment Program Section 33.5.4.聽Optimizing for Vectorization
Section 33.6.聽Results and Conclusions
Section 33.7.聽References
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1 Token Chapter 34.聽Integrating Hardware Shading into Cinema 4D Section 34.1.聽Introduction
Section 34.2.聽Connecting Cinema 4D to CgFX
Section 34.3.聽Shader and Parameter Management
Section 34.4.聽Emulating the Offline Renderer
Section 34.5.聽Results and Performance
Section 34.6.聽Lessons Learned
Section 34.7.聽References
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1 Token Chapter 35.聽Leveraging High-Quality Software Rendering Effects in Real-Time Applications Section 35.1.聽Introduction
Section 35.2.聽The Content Pipeline for Hardware Rendering
Section 35.3.聽Components of Hardware Rendering
Section 35.4.聽Generating the Components Section 35.4.1.聽Creating the Geometry
Section 35.5.聽Test Case and Results
Section 35.6.聽Conclusion
Section 35.7.聽References
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1 Token Chapter 36.聽Integrating Shaders into Applications Section 36.1.聽Introduction
Section 36.2.聽About Shaders
Section 36.3.聽The Anatomy of an Effect File Section 36.3.2.聽Structures
Section 36.4.聽Types of Shader Data Section 36.4.1.聽Scene Information
Section 36.5.聽Communicating with the Shader
Section 36.6.聽Extending the Effect File Format
Section 36.7.聽Conclusion
Section 36.8.聽References
Part VI:聽Beyond Triangles Download Chapter
1 Token Chapter 37.聽A Toolkit for Computation on GPUs Section 37.1.聽Computing with the GPU
Section 37.2.聽Reduce
Section 37.3.聽Sort and Search
Section 37.4.聽Challenges
Section 37.5.聽Conclusion
Section 37.6.聽Further Reading
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1 Token Chapter 38.聽Fast Fluid Dynamics Simulation on the GPU Section 38.1.聽Introduction Section 38.1.1.聽Our Goal
Section 38.2.聽Mathematical Background Section 38.2.1.聽The Navier-Stokes Equations for Incompressible Flow
Section 38.2.2.聽Terms in the Navier-Stokes Equations
Section 38.3.聽Implementation
Section 38.4.聽Applications Section 38.4.1.聽Simulating Liquids and Gases
Section 38.5.聽Extensions Section 38.5.1.聽Vorticity Confinement
Section 38.6.聽Conclusion
Section 38.7.聽References
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1 Token Chapter 39.聽Volume Rendering Techniques Section 39.1.聽Introduction
Section 39.2.聽Volume Rendering
Section 39.3.聽Texture-Based Volume Rendering Section 39.3.1.聽A Simple Example
Section 39.4.聽Implementation Details Section 39.4.3.聽Rendering
Section 39.5.聽Advanced Techniques Section 39.5.1.聽Volumetric Lighting
Section 39.6.聽Performance Considerations
Section 39.7.聽Summary
Section 39.8.聽References
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1 Token Chapter 40.聽Applying Real-Time Shading to 3D Ultrasound Visualization Section 40.1.聽Background
Section 40.2.聽Introduction Section 40.2.2.聽Volume Rendering Data in Pyramidal Grids
Section 40.3.聽Results
Section 40.4.聽Conclusion
Section 40.5.聽References
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1 Token Chapter 41.聽Real-Time Stereograms Section 41.1.聽What Is a Stereogram?
Section 41.2.聽Creating a Single-Image Stereogram
Section 41.3.聽Sample Application
Section 41.4.聽References
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1 Token Chapter 42.聽Deformers Section 42.1.聽What Is a Deformer?
Section 42.2.聽Deforming on the GPU
Section 42.3.聽Limitations
Section 42.4.聽Performance
Section 42.5.聽Example: Wave Deformer
Section 42.6.聽Conclusion
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1 Token Appendix Addison-Wesley Warranty on the CD-ROM
NVIDIA Statement on the Software
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1 Token Appendix Natural Effects
Lighting and Shadows
Materials
Image Processing
Performance and Practicalities
Beyond Triangles

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