GPU pro 5 advanced rendering techniques

In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming....

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Bibliographic Details
Other Authors: Engel, Wolfgang, editor. of compilation (editor of compilation)
Format: eBook
Language:Inglés
Published: Boca Raton : CRC Press, Taylor & Francis Group [2014]
Edition:1st edition
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629644106719
Table of Contents:
  • Front Cover; Contents; Acknowledgments; Web Materials; Part I: Rendering; 1. Per-Pixel Lists for Single Pass A-Buffer; 2. Reducing Texture Memory Usage by 2-Channel Color Encoding; 3. Particle-Based Simulation of Material Aging; 4. Simple Rasterization-Based Liquids; Part II: Lighting and Shading; 1. Physically Based Area Lights; 2. High Performance Outdoor Light Scattering Using Epipolar Sampling; 3. Volumetric Light Effects in Killzone: Shadow Fall; 4. Hi-Z Screen-Space Cone-Traced Reflections; 5. TressFX: Advanced Real-Time Hair Rendering; 6. Wire Antialiasing; Part III: Image Space
  • 1. Screen-Space Grass2. Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists; 3. Bokeh Effects on the SPU; Part IV: Mobile Devices; 1. Realistic Real-Time Skin Rendering on Mobile; 2. Deferred Rendering Techniques on Mobile Devices; 3. Bandwidth Efficient Graphics with ARM® MaliTM GPUs; 4. Efficient Morph Target Animation Using OpenGL ES 3.0; 5. Tiled Deferred Blending; 6. Adaptive Scalable Texture Compression; 7. Optimizing OpenCL Kernels for the ARM® MaliTM-T600 GPUs; Part V: 3D Engine Design; 1. Quaternions Revisited; 2. glTF: Designing an Open-Standard Runtime Asset Format
  • 3. Managing Transformations in HierarchyPart VI:Compute; 1. Hair Simulation in TressFX; 2. Object-Order Ray Tracing for Fully Dynamic Scenes; 3. Quadtrees on the GPU; 4. Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs; 5. Non-separable 2D, 3D, and 4D Filtering with CUDA; About the Editors; About the Contributors