GPU Pro: Advanced Rendering Techniques

This e-book covers crucial instruments and methods for programming the snap shots processing unit. dropped at you through Wolfgang Engel and an analogous crew of editors who made the ShaderX sequence successful, this quantity covers complicated rendering innovations, engine layout, GPGPU thoughts, similar mathematical ideas, and online game postmortems. a distinct emphasis is put on hand held programming to account for the elevated value of photos on cellular units, particularly the iPhone and iPod touch.

Example courses and resource code should be downloaded from the book's CRC Press internet page. 

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IV international Illumination 185 185 189 193 193 194 194 197 Carsten Dachsbacher, editor 1 speedy, Stencil-Based Multiresolution Splatting for oblique Illumination Chris Wyman, Greg Nichols, and Jeremy Shopf 1. 1 speedy overview: speedy Radiosity . . . . . . . 1. 2 fast evaluate: Reflective Shadow Maps . . . 1. three Multiresolution Splatting . . . . . . . . . . . 1. four speedy Stencil-Based Multiresolution Splatting 1. five effects and research . . . . . . . . . . . . . 1. 6 end . . . . . . . . . . . . . . . . . . . 1. 7 Demo and resource . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Screen-Space Directional Occlusion Thorsten Grosch and Tobias Ritschel 2. 1 advent . . . . . . . . . . . . . 2. 2 Screen-Space Ambient Occlusion . . 2. three Screen-Space Directional Occlusion 2. four Interleaved Sampling . . . . . . . . 2. five dialogue . . . . . . . . . . . . . . 199 2 hundred 201 202 206 210 212 212 213 215 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215 216 218 227 228 ✐ ✐ ✐ ✐ ✐ ✐ ✐ ✐ Contents xi 2. 6 end . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . three Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors 229 229 231 Péter Dancsik and László Szécsi three. 1 Geometry Impostors . . . . . . . . . . . . . . . . . . . . . . . . . . three. 2 Intersection Computation with an atmosphere Distance Impostor three. three Ray-Object Intersection utilizing Distance Impostors . . . . . . . . . three. four Ray-Object Intersection utilizing peak Maps . . . . . . . . . . . . three. five Tracing a number of Refractions inside a unmarried item . . . . . . . . three. 6 a number of Ray Bounces with item Impostors in simple terms . . . . . . . . three. 7 a number of Ray Bounces with surroundings Distance Impostors purely three. eight blend of surroundings and item Impostors . . . . . . . . three. nine Caustics and Shadows . . . . . . . . . . . . . . . . . . . . . . . . . three. 10 instance program: Glass Chess . . . . . . . . . . . . . . . . . . three. eleven instance software: Alien Pool . . . . . . . . . . . . . . . . . . three. 12 end . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . V snapshot area 232 234 236 236 238 238 238 239 240 241 242 243 243 245 Christopher Oat, editor 1 Anisotropic Kuwahara Filtering at the GPU 247 Jan Eric Kyprianidis, Henry Kang, and Jürgen Döllner 1. 1 creation . . . . . . . . . . . . . . . . . . . 1. 2 Kuwahara Filtering . . . . . . . . . . . . . . . 1. three Generalized Kuwahara Filtering . . . . . . . . 1. four Anisotropic Kuwahara Filtering . . . . . . . . 1. five end . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 area Anti-aliasing by means of Post-Processing Hugh Malan 2. 1 advent . . . . . . . . . . . . . . 2. 2 discovering the closest Silhouette side . 2. three The Post-Process . . . . . . . . . . . 2. four Refinements . . . . . . . . . . . . . . 2. five GPU Implementation and effects . . 2. 6 effects . . . . . . . . . . . . . . . . . 2. 7 different functions . . . . . . . . . . 2. eight end . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . 247 248 251 255 263 263 265 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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