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GPU PRO 3

Book Description

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.

Sample programs and source code are available for download on the book's CRC Press web page.

Table of Contents

  1. Front Cover
  2. Contents (1/2)
  3. Contents (2/2)
  4. Acknowledgments
  5. Web Materials
  6. I. Geometry Manipulation
    1. 1. Vertex Shader Tessellation (1/2)
    2. 1. Vertex Shader Tessellation (2/2)
    3. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (1/6)
    4. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (2/6)
    5. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (3/6)
    6. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (4/6)
    7. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (5/6)
    8. 2. Real-Time Deformable Terrain Rendering with DirectX 11 (6/6)
    9. 3. Optimized Stadium Crowd Rendering (1/6)
    10. 3. Optimized Stadium Crowd Rendering (2/6)
    11. 3. Optimized Stadium Crowd Rendering (3/6)
    12. 3. Optimized Stadium Crowd Rendering (4/6)
    13. 3. Optimized Stadium Crowd Rendering (5/6)
    14. 3. Optimized Stadium Crowd Rendering (6/6)
    15. 4. Geometric Antialiasing Methods (1/4)
    16. 4. Geometric Antialiasing Methods (2/4)
    17. 4. Geometric Antialiasing Methods (3/4)
    18. 4. Geometric Antialiasing Methods (4/4)
  7. II. Rendering
    1. 1. Practical Elliptical Texture Filtering on the GPU (1/3)
    2. 1. Practical Elliptical Texture Filtering on the GPU (2/3)
    3. 1. Practical Elliptical Texture Filtering on the GPU (3/3)
    4. 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (1/3)
    5. 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (2/3)
    6. 2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering (3/3)
    7. 3. Volumetric Real-Time Water and Foam Rendering (1/3)
    8. 3. Volumetric Real-Time Water and Foam Rendering (2/3)
    9. 3. Volumetric Real-Time Water and Foam Rendering (3/3)
    10. 4. CryENGINE 3: Three Years of Work in Review (1/8)
    11. 4. CryENGINE 3: Three Years of Work in Review (2/8)
    12. 4. CryENGINE 3: Three Years of Work in Review (3/8)
    13. 4. CryENGINE 3: Three Years of Work in Review (4/8)
    14. 4. CryENGINE 3: Three Years of Work in Review (5/8)
    15. 4. CryENGINE 3: Three Years of Work in Review (6/8)
    16. 4. CryENGINE 3: Three Years of Work in Review (7/8)
    17. 4. CryENGINE 3: Three Years of Work in Review (8/8)
    18. 5. Inexpensive Antialiasing of Simple Objects (1/2)
    19. 5. Inexpensive Antialiasing of Simple Objects (2/2)
  8. III. Global Illumination Effects
    1. 1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats (1/2)
    2. 1. Ray-Traced Approximate Reflections Using a Grid of Oriented Splats (2/2)
    3. 2. Screen-Space Bent Cones: A Practical Approach (1/4)
    4. 2. Screen-Space Bent Cones: A Practical Approach (2/4)
    5. 2. Screen-Space Bent Cones: A Practical Approach (3/4)
    6. 2. Screen-Space Bent Cones: A Practical Approach (4/4)
    7. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (1/5)
    8. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (2/5)
    9. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (3/5)
    10. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (4/5)
    11. 3. Real-Time Near-Field Global Illumination Based on a Voxel Model (5/5)
  9. IV. Shadows
    1. 1. Efficient Online Visibility for Shadow Maps (1/2)
    2. 1. Efficient Online Visibility for Shadow Maps (2/2)
    3. 2. Depth Rejected Gobo Shadows (1/2)
    4. 2. Depth Rejected Gobo Shadows (2/2)
  10. V. 3D Engine Design
    1. 1. Z3 Culling (1/3)
    2. 1. Z3 Culling (2/3)
    3. 1. Z3 Culling (3/3)
    4. 2. A Quaternion-Based Rendering Pipeline (1/2)
    5. 2. A Quaternion-Based Rendering Pipeline (2/2)
    6. 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (1/4)
    7. 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (2/4)
    8. 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (3/4)
    9. 3. Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 (4/4)
    10. 4. Designing a Data-Driven Renderer (1/6)
    11. 4. Designing a Data-Driven Renderer (2/6)
    12. 4. Designing a Data-Driven Renderer (3/6)
    13. 4. Designing a Data-Driven Renderer (4/6)
    14. 4. Designing a Data-Driven Renderer (5/6)
    15. 4. Designing a Data-Driven Renderer (6/6)
  11. VI. GPGPU
    1. 1. Volumetric Transparency with Per-Pixel Fragment Lists (1/3)
    2. 1. Volumetric Transparency with Per-Pixel Fragment Lists (2/3)
    3. 1. Volumetric Transparency with Per-Pixel Fragment Lists (3/3)
    4. 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (1/4)
    5. 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (2/4)
    6. 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (3/4)
    7. 2. Practical Binary Surface and Solid Voxelization with Direct3D 11 (4/4)
    8. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (1/5)
    9. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (2/5)
    10. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (3/5)
    11. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (4/5)
    12. 3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 (5/5)
  12. About the Editors
  13. About the Contributors (1/2)
  14. About the Contributors (2/2)