简介
GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications. Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book's CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.
目录
Geometry Manipulation Wolfgang Engel, editor GPU Terrain Subdivision and Tessellation Benjamin Mistal Introducing the Programmable Vertex Pulling Rendering Pipeline Christophe Riccio and Sean Lilley A WebGL Globe Rendering Pipeline Patrick Cozzi and Daniel Bagnell Rendering Christopher Oat and Carsten Dachsbacher, editors Practical Planar Reflections using Cubemaps and Image Proxies Sebastien Lagarde and Antoine Zanuttini Real-Time Ptex and Vector Displacement Karl Hillesland Decoupled Deferred Shading on the GPU Gabor Liktor and Carsten Dachsbacher Tiled Forward Shading Markus Billeter, Ola Olsson, and Ulf Assarsson Forward+: A Step Toward Film-Style Shading in Real Time Takahiro Harada, Jay McKee, and Jason C. Yang Progressive Screen-Space Multi-Channel Surface Voxelization Athanasios Gaitatzes and Georgios Papaioannou Rasterized Voxel-Based Dynamic Global Illumination Hawar Doghramachi Image Space Michal Valient, editor The 'Skylands' Depth-of-Field Shader Michael Bukowski, Padraic Hennessy, Brian Osman, and Morgan McGuire Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods David C. Schedl and Michael Wimmer Second-Depth Anti-Aliasing Emil Persson Practical Frame Buffer Compression Pavlos Mavridis and Georgios Papaioannou Coherence-Enhancing Filtering on the GPU Jan Eric Kyprianidis and Henry Kang Shadows Wolfgang Engel, editor Real-Time Deep Shadow Maps Rene Furst, Oliver Mattausch, and Daniel Scherzer Game Engine Design Wessam Bahnassi, editor An Aspect-Based Engine Architecture Donald Review Kinect Programming with Direct3D 11 Jason Zink A Pipeline for Authored Structural Damage Homam Bahnassi and Wessam Bahnassi GPGPU Sebastien St-Laurent, editor Bit-Trail Traversal for Stackless LBVH on DirectCompute Sergio Murguia, Francisco Avila, Leo Reyes, and Arturo Garcia Real-Time JPEG Compression using DirectCompute Stefan Petersson
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