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GPU Pro3 : advanced rendering techniques / edited by Wolfgang Engel.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Contributor:
Engel, Wolfgang F.
Language:
English
Subjects (All):
Rendering (Computer graphics).
Graphics processing units--Programming.
Graphics processing units.
Computer graphics.
Real-time data processing.
Physical Description:
1 online resource (404 p.)
Edition:
1st edition
Place of Publication:
Boca Raton, FL : A K Peters/CRC Press, 2012.
Language Note:
English
System Details:
text file
Summary:
This book explores the latest developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D engine design, and environmental effects. A dedicated section on general purpose GPU programming focuses on CUDA, DirectCompute, and OpenCL examples. The book also provides tips on how to render real-time special effects and visualize data on common consumer software platforms-- Provided by publisher.
Contents:
Front Cover; Contents; Acknowledgments; Web Materials; I. Geometry Manipulation; 1. Vertex Shader Tessellation; 2. Real-Time Deformable Terrain Rendering with DirectX 11; 3. Optimized Stadium Crowd Rendering; 4. Geometric Antialiasing Methods; II. Rendering; 1. Practical Elliptical Texture Filtering on the GPU; 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering; 3. Volumetric Real-Time Water and Foam Rendering; 4. CryENGINE 3: Three Years of Work in Review; 5. Inexpensive Antialiasing of Simple Objects; III. Global Illumination Effects
1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats2. Screen-Space Bent Cones: A Practical Approach; 3. Real-Time Near-Field Global Illumination Based on a Voxel Model; IV. Shadows; 1. Efficient Online Visibility for Shadow Maps; 2. Depth Rejected Gobo Shadows; V. 3D Engine Design; 1. Z3 Culling; 2. A Quaternion-Based Rendering Pipeline; 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11; 4. Designing a Data-Driven Renderer; VI. GPGPU; 1. Volumetric Transparency with Per-Pixel Fragment Lists
2. Practical Binary Surface and Solid Voxelization with Direct3D 113. Interactive Ray Tracing Using the Compute Shader in DirectX 11; About the Editors; About the Contributors
Notes:
Description based upon print version of record.
Includes bibliographical references.
Description based on publisher supplied metadata and other sources.
ISBN:
9786613908995
9781040063644
1040063640
9780429111174
0429111177
9781283596541
1283596547
9781439887943
1439887942
OCLC:
778783359

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