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GPU pro 5 : advanced rendering techniques / edited by Wolfgang Engel.
- Format:
- Book
- Language:
- English
- Subjects (All):
- Rendering (Computer graphics).
- Computer graphics.
- Graphics processing units--Programming.
- Graphics processing units.
- Real-time data processing.
- Digital video.
- Physical Description:
- 1 online resource (524 p.)
- Edition:
- 1st edition
- Place of Publication:
- Boca Raton : CRC Press, Taylor & Francis Group, [2014]
- Language Note:
- English
- System Details:
- text file
- Summary:
- 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. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, ph
- 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
- Notes:
- An AK Peters book.
- Includes bibliographical references.
- Description based on print version record.
- ISBN:
- 9781040072899
- 1040072895
- 9780429170188
- 0429170181
- 9781482208641
- 1482208644
- OCLC:
- 880460475
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