Gpu pro 6 advanced rendering techniques

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolvi...

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Detalles Bibliográficos
Otros Autores: Engel, Wolfgang, editor (editor)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : A K Peters/CRC Press, an imprint of Taylor and Francis 2015.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630209806719
Tabla de Contenidos:
  • part 1 Part I: Geometry Manipulation / Wolfgang Engel
  • chapter I 1: Dynamic GPU Terrain / David Pangerl
  • chapter I Bandwidth-Eifficient Procedural Meshes in the GPU via Tessellation / Gustavo Bastos Nunes and Joa˜o Lucas Guberman Raza
  • chapter I 3: Real-Time Deformation of Subdivision Surfaces on Object Collisions / Henry Scha¨fer, Matthias Nießner, Benjamin Keinert, and Marc Stamminger
  • chapter I 4: Realistic Volumetric Explosions in Games / Alex Dunn
  • part 2 Part II: Rendering / Christopher Oat
  • chapter II 1: Next-Generation Rendering in Thief / Peter Sikachev
  • chapter II 2: Grass Rendering and Simulation with LOD / Dongsoo Han
  • chapter II 3: Hybrid Reconstruction Antialiasing / Michal Drobot
  • chapter II 4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering / Egor Yusov
  • chapter II Sparse Procedural Volume Rendering Doug McNabb
  • part 3 Part III: Lighting
  • chapter III 1: Real-Time Lighting via Light Linked List / Abdul Bezrati
  • chapter III Deferred Normalized Irradiance Probes John Huelin, Benjamin Rouveyrol, and Bartlomiej Wron´ski
  • chapter III Volumetric Fog and Lighting Bartlomiej Wron´ski
  • chapter III Physically Based Light Probe Generation on GPU Ivan Spogreev
  • chapter III 5: Real-Time Global Illumination Using Slices / Hugh Malan
  • part 4 Part IV: Shadows / Wolfgang Engel
  • chapter IV Practical Screen-Space Soft Shadows Ma´rton Tama´s and Viktor Heisenberger
  • chapter IV Tile-Based Omnidirectional Shadows Hawar Doghramachi
  • chapter IV 3: Shadow Map Silhouette Revectorization / Vladimir Bondarev
  • part 5 Part V: Mobile Devices / Marius Bjørge
  • chapter V 1: Hybrid Ray Tracing on a PowerVR GPU / Gareth Morgan
  • chapter V 2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 / Daniele Di Donato
  • chapter V 3: Animated Characters with Shell Fur for Mobile Devices / Andrew Girdler
  • chapter V 4: High Dynamic Range Computational Photography on Mobile GPUs / Simon McIntosh-Smith
  • part 6 Part VI: Compute / Carsten Dachsbacher
  • chapter VI 1: Compute-Based Tiled Culling / Jason Stewart
  • chapter VI 2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer / Takahiro Harada
  • chapter VI 3: Smooth Probabilistic Ambient Occlusion for Volume Rendering / Thomas Kroes
  • part 7 Part VII: 3D Engine Design / Wessam Bahnassi
  • chapter VII 1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations / Holger Gruen
  • chapter VII 2: Semantic-Based Shader Generation Using Shader Shaker / Michael Delva
  • chapter VII 3: ANGLE: Bringing OpenGL ES to the Desktop / Shannon Woods.