图书简介
This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.
MATHEMATICS, Sam Martin GPU Color Quantization, Chi Sing Leung, Tze-Vui Ho, and Vi Xiao Visualize Your Shadow Map Techniques, Fan Zhang, Chong Zhao, and Adrian Egli GEOMETRY MANIPULATION, Natalya Tatarchuk As Simple as Possible Tessellation for Interactive Applications, Tamy Boubekeur Rule-Based Geometry Synthesis in Real-Time, Milan Magdics and Gergely Klar GPU-Based NURBS Geometry Evaluation and Rendering, Graham Hemingway Polygonal-Functional Hybrids for Computer Animation and Games, D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos RENDERING TECHNIQUES, Wessam Bahnassi Quadtree Displacement Mapping with Height Blending, Michal Drobot NPR Effects Using the Geometry Shader, Pedro Hermosilla and Pere-Pau Vazquez Alpha Blending as a Post-Process, Benjamin Hathaway Virtual Texture Mapping, Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre GLOBAL ILLUMINATION, Carsten Dachsbacher Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination, Chris Wyman, Greg Nichols, and Jeremy Shopf Screen-Space Directional Occlusion, Thorsten Grosch and Tobias Ritschel Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors, Peter Dancsik and Laszlo Szecsi IMAGE SPACE, Christopher Oat Anisotropic Kuwahara Filtering on the GPU, Jan Eric Kyprianidis, Henry Kang, and Jiirgen Dollner Edge Anti-Aliasing by Post-Processing, Hugh Malan Environment Mapping with Floyd-Steinberg Halftoning, Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton Penzov Hierarchical Item Buffers for Granular Occlusion Culling, Thomas Engelhardt and Carsten Dachsbacher Realistic Depth of Field in Postproduction, David Illes and Peter Horvath Real-Time Screen Space Cloud Lighting, Kaori Kubota Screen-Space Subsurface Scattering, Jorge Jimenez and Diego Gutierrez HANDHELD DEVICES, Kristof Beets Migration to OpenGL ES 2.0, Ken Catterall Touchscreen-Based User Interaction, Andrea Bizzotto iPhone 3GS Graphics Development and Optimization Strategies, Andrew Senior Optimizing a 3D UI Engine for Mobile Devices, Hyunwoo Ki SHADOWS, Wolfgang Engel Fast Conventional Shadow Filtering, Holger Gruen Hybrid Min/Max Plane-Based Shadow Maps, Holger Gruen Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping, Hung-Chien Liao Screen Space Soft Shadows, Jesus Gumbau, Miguel Chover, and Mateu Sbert 3D ENGINE DESIGN, Wolfgang Engel Multi-Fragment Effects on the GPU Using Bucket Sort, Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine, Steven Tovey and Stephen McAuley Porting Code between Direct3D9 and OpenGL 2.0, Wojciech Sterna Practical Thread Rendering for DirectX 9, David Pangerl GAME POSTMORTEMS, Matthias Wloka Stylized Rendering in Spore, Shalin Shodhan and Andrew Willmott Rendering Techniques in Call of Juarez: Bound in Blood, Pawel Rohleder and Maciej Jamrozik Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2, Emil Persson Destructible Volumetric Terrain, Marek Rosa BEYOND PIXELS AND TRIANGLES, Sebastien St-Laurent Parallelized Implementation of Universal Visual Computer, Tze-Yui Ho, Ping-Man Lam, and Chi-Sing Leung Accelerating Virtual Texturing Using CUDA, Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de Walle Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels, Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann Spatial Binning on the GPU, Christopher Oat, Joshua Barczak, and Jeremy Shopf Real-Time Interaction between Particles and the Dynamic Mesh on the GPU, Vlad Alexandrov
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