Book description
“The GPU Gems series features a collection of the most
essential algorithms required by Next-Generation 3D
Engines.”
—Martin Mittring, Lead Graphics Programmer,
Crytek
This third volume of the best-selling GPU Gems series provides a snapshot of today’s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection—particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects.
Major topics include
Geometry
Light and Shadows
Rendering
Image Effects
Physics Simulation
GPU Computing
Contributors are from the following corporations and universities:
3Dfacto
Adobe Systems
Apple
Budapest University of Technology and Economics
CGGVeritas
The Chinese University of Hong Kong
Cornell University
Crytek
Czech Technical University in Prague
Dartmouth College
Digital Illusions Creative Entertainment
Eindhoven University of Technology
Electronic Arts
Havok
Helsinki University of Technology
Imperial College London
Infinity Ward
Juniper Networks
LaBRI–INRIA, University of Bordeaux
mental images
Microsoft Research
Move Interactive
NCsoft Corporation
NVIDIA Corporation
Perpetual Entertainment
Playlogic Game Factory
Polytime
Rainbow Studios
SEGA Corporation
UFRGS (Brazil)
Ulm University
University of California, Davis
University of Central Florida
University of Copenhagen
University of Girona
University of Illinois at Urbana-Champaign
University of North Carolina Chapel Hill
University of Tokyo
University of Waterloo
Section Editors include NVIDIA engineers: Cyril Zeller, Evan Hart, Ignacio Castaño, Kevin Bjorke, Kevin Myers, and Nolan Goodnight.
The accompanying DVD includes complementary examples and sample programs.
Table of contents
- Copyright
- Foreword
- Preface
- Contributors
-
I. Geometry
- 1. Generating Complex Procedural Terrains Using the GPU
- 2. Animated Crowd Rendering
- 3. DirectX 10 Blend Shapes: Breaking the Limits
- 4. Next-Generation SpeedTree Rendering
- 5. Generic Adaptive Mesh Refinement
- 6. GPU-Generated Procedural Wind Animations for Trees
- 7. Point-Based Visualization of Metaballs on a GPU
-
II. Light and Shadows
- 8. Summed-Area Variance Shadow Maps
- 9. Interactive Cinematic Relighting with Global Illumination
- 10. Parallel-Split Shadow Maps on Programmable GPUs
- 11. Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders
- 12. High-Quality Ambient Occlusion
- 13. Volumetric Light Scattering as a Post-Process
-
III. Rendering
-
14. Advanced Techniques for Realistic Real-Time Skin Rendering
- 14.1. The Appearance of Skin
- 14.2. An Overview of the Skin-Rendering System
- 14.3. Specular Surface Reflectance
- 14.4. Scattering Theory
-
14.5. Advanced Subsurface Scattering
- 14.5.1. Texture-Space Diffusion
-
14.5.2. Improved Texture-Space Diffusion
- Many Blurs
- Advantages of a Sum-of-Gaussians Diffusion Profile
- Correcting for UV Distortion
- The Convolution Shader
- Optional: Multiscale Stretching
- The Accuracy of Stretch-Corrected Texture-Space Diffusion
- Incorporating Diffuse Color Variation
- Post-Scatter Texturing
- Pre-Scatter Texturing
- Combining Pre-Scatter and Post-Scatter Texturing
- Compute Specular and Diffuse Light with the Same Normals
- The Final Shader
- Dealing with Seams
- Exact Energy Conservation
- 14.5.3. Modified Translucent Shadow Maps
- 14.6. A Fast Bloom Filter
- 14.7. Conclusion
-
14.8. References
- 15. Playable Universal Capture
- 16. Vegetation Procedural Animation and Shading in Crysis
- 17. Robust Multiple Specular Reflections and Refractions
- 18. Relaxed Cone Stepping for Relief Mapping
- 19. Deferred Shading in Tabula Rasa
- 20. GPU-Based Importance Sampling
-
14. Advanced Techniques for Realistic Real-Time Skin Rendering
-
IV. Image Effects
- 21. True Impostors
- 22. Baking Normal Maps on the GPU
- 23. High-Speed, Off-Screen Particles
- 24. The Importance of Being Linear
- 25. Rendering Vector Art on the GPU
- 26. Object Detection by Color: Using the GPU for Real-Time Video Image Processing
- 27. Motion Blur as a Post-Processing Effect
- 28. Practical Post-Process Depth of Field
-
V. Physics Simulation
-
29. Real-Time Rigid Body Simulation on GPUs
- 29.1. Introduction
-
29.2. Rigid Body Simulation on the GPU
- 29.2.1. Overview
- 29.2.2. The Data Structure
- 29.2.3. Step 1: Computation of Particle Values
- 29.2.4. Step 2: Grid Generation
- 29.2.5. Step 3: Collision Detection and Reaction
- 29.2.6. Step 4: Computation of Momenta
- 29.2.7. Step 5: Computation of Position and Quaternion
- 29.2.8. Rendering
- 29.2.9. Performance
- 29.3. Applications
- 29.4. Conclusion
- 29.5. Appendix
-
29.6. References
-
30. Real-Time Simulation and Rendering of 3D Fluids
- 30.1. Introduction
- 30.2. Simulation
- 30.3. Rendering
- 30.4. Conclusion
-
30.5. References
- 31. Fast N-Body Simulation with CUDA
-
32. Broad-Phase Collision Detection with CUDA
- 32.1. Broad-Phase Algorithms
- 32.2. A CUDA Implementation of Spatial Subdivision
- 32.3. Performance Results
- 32.4. Conclusion
-
32.5. References
- 33. LCP Algorithms for Collision Detection Using CUDA
- 34. Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra
-
29. Real-Time Rigid Body Simulation on GPUs
-
VI. GPU Computing
- 35. Fast Virus Signature Matching on the GPU
- 36. AES Encryption and Decryption on the GPU
-
37. Efficient Random Number Generation and Application Using CUDA
- 37.1. Monte Carlo Simulations
- 37.2. Random Number Generators
- 37.3. Example Applications
- 37.4. Conclusion
-
37.5. References
- 38. Imaging Earth’s Subsurface Using CUDA
- 39. Parallel Prefix Sum (Scan) with CUDA
- 40. Incremental Computation of the Gaussian
- 41. Using the Geometry Shader for Compact and Variable-Length GPU Feedback
- Addison-Wesley Warranty on the DVD
- Inside Back Cover
Product information
- Title: GPU Gems 3
- Author(s):
- Release date: August 2007
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780321545428
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