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GPU Pro: Advanced Rendering Techniques

GPU Pro: Advanced Rendering Techniques

Hardback

Edited by Klaus Engel, Edited by Wolfgang Engel

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  • Publisher: A K Peters
  • Format: Hardback | 742 pages
  • Dimensions: 188mm x 236mm x 33mm | 1,315g
  • Publication date: 14 June 2010
  • Publication City/Country: Natick
  • ISBN 10: 1568814720
  • ISBN 13: 9781568814728
  • Illustrations note: col. Illustrations
  • Sales rank: 336,608

Product description

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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Author information

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.

Review quote

Any professional programmer in the field will find something of interest in this volume. I'm thrilled to see that this collection is in color-it's about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn't go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided. -Eric Haines, February 2010, co-author of Real-Time Rendering I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting! -Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010

Table of contents

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