GPU Pro 6

Book description

The sixth edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful to beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6 assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. The book covers advanced rendering techniques that run on the DirectX or OpenGL run-times, as well as any other run-time with any language available.

Table of contents

  1. Front Cover
  2. Contents (1/2)
  3. Contents (2/2)
  4. Acknowledgments
  5. Web Materials
  6. Part I: Geometry Manipulation
  7. Chapter I-1: Dynamic GPU Terrain (1/4)
  8. Chapter I-1: Dynamic GPU Terrain (2/4)
  9. Chapter I-1: Dynamic GPU Terrain (3/4)
  10. Chapter I-1: Dynamic GPU Terrain (4/4)
  11. Chapter I-2: Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation (1/2)
  12. Chapter I-2: Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation (2/2)
  13. Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (1/5)
  14. Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (2/5)
  15. Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (3/5)
  16. Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (4/5)
  17. Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (5/5)
  18. Chapter I-4: Realistic Volumetric Explosions in Games (1/3)
  19. Chapter I-4: Realistic Volumetric Explosions in Games (2/3)
  20. Chapter I-4: Realistic Volumetric Explosions in Games (3/3)
  21. Part II: Rendering
  22. Chapter II-1: Next-Generation Rendering in Thief (1/6)
  23. Chapter II-1: Next-Generation Rendering in Thief (2/6)
  24. Chapter II-1: Next-Generation Rendering in Thief (3/6)
  25. Chapter II-1: Next-Generation Rendering in Thief (4/6)
  26. Chapter II-1: Next-Generation Rendering in Thief (5/6)
  27. Chapter II-1: Next-Generation Rendering in Thief (6/6)
  28. Chapter II-2: Grass Rendering and Simulation with LOD (1/2)
  29. Chapter II-2: Grass Rendering and Simulation with LOD (2/2)
  30. Chapter II-3: Hybrid Reconstruction Antialiasing (1/8)
  31. Chapter II-3: Hybrid Reconstruction Antialiasing (2/8)
  32. Chapter II-3: Hybrid Reconstruction Antialiasing (3/8)
  33. Chapter II-3: Hybrid Reconstruction Antialiasing (4/8)
  34. Chapter II-3: Hybrid Reconstruction Antialiasing (5/8)
  35. Chapter II-3: Hybrid Reconstruction Antialiasing (6/8)
  36. Chapter II-3: Hybrid Reconstruction Antialiasing (7/8)
  37. Chapter II-3: Hybrid Reconstruction Antialiasing (8/8)
  38. Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (1/6)
  39. Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (2/6)
  40. Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (3/6)
  41. Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (4/6)
  42. Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (5/6)
  43. Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (6/6)
  44. Chapter II-5: Sparse Procedural Volume Rendering (1/3)
  45. Chapter II-5: Sparse Procedural Volume Rendering (2/3)
  46. Chapter II-5: Sparse Procedural Volume Rendering (3/3)
  47. Part III: Lighting
  48. Chapter III-1: Real-Time Lighting via Light Linked List (1/3)
  49. Chapter III-1: Real-Time Lighting via Light Linked List (2/3)
  50. Chapter III-1: Real-Time Lighting via Light Linked List (3/3)
  51. Chapter III-2: Deferred Normalized Irradiance Probes (1/5)
  52. Chapter III-2: Deferred Normalized Irradiance Probes (2/5)
  53. Chapter III-2: Deferred Normalized Irradiance Probes (3/5)
  54. Chapter III-2: Deferred Normalized Irradiance Probes (4/5)
  55. Chapter III-2: Deferred Normalized Irradiance Probes (5/5)
  56. Chapter III-3: Volumetric Fog and Lighting (1/6)
  57. Chapter III-3: Volumetric Fog and Lighting (2/6)
  58. Chapter III-3: Volumetric Fog and Lighting (3/6)
  59. Chapter III-3: Volumetric Fog and Lighting (4/6)
  60. Chapter III-3: Volumetric Fog and Lighting (5/6)
  61. Chapter III-3: Volumetric Fog and Lighting (6/6)
  62. Chapter III-4: Physically Based Light Probe Generation on GPU (1/5)
  63. Chapter III-4: Physically Based Light Probe Generation on GPU (2/5)
  64. Chapter III-4: Physically Based Light Probe Generation on GPU (3/5)
  65. Chapter III-4: Physically Based Light Probe Generation on GPU (4/5)
  66. Chapter III-4: Physically Based Light Probe Generation on GPU (5/5)
  67. Chapter III-5: Real-Time Global Illumination Using Slices (1/6)
  68. Chapter III-5: Real-Time Global Illumination Using Slices (2/6)
  69. Chapter III-5: Real-Time Global Illumination Using Slices (3/6)
  70. Chapter III-5: Real-Time Global Illumination Using Slices (4/6)
  71. Chapter III-5: Real-Time Global Illumination Using Slices (5/6)
  72. Chapter III-5: Real-Time Global Illumination Using Slices (6/6)
  73. Part IV: Shadows
  74. Chapter IV-1: Practical Screen-Space Soft Shadows (1/4)
  75. Chapter IV-1: Practical Screen-Space Soft Shadows (2/4)
  76. Chapter IV-1: Practical Screen-Space Soft Shadows (3/4)
  77. Chapter IV-1: Practical Screen-Space Soft Shadows (4/4)
  78. Chapter IV-2: Tile-Based Omnidirectional Shadows (1/6)
  79. Chapter IV-2: Tile-Based Omnidirectional Shadows (2/6)
  80. Chapter IV-2: Tile-Based Omnidirectional Shadows (3/6)
  81. Chapter IV-2: Tile-Based Omnidirectional Shadows (4/6)
  82. Chapter IV-2: Tile-Based Omnidirectional Shadows (5/6)
  83. Chapter IV-2: Tile-Based Omnidirectional Shadows (6/6)
  84. Chapter IV-3: Shadow Map Silhouette Revectorization (1/2)
  85. Chapter IV-3: Shadow Map Silhouette Revectorization (2/2)
  86. Part V: Mobile Devices
  87. Chapter V-1: Hybrid Ray Tracing on a PowerVR GPU (1/4)
  88. Chapter V-1: Hybrid Ray Tracing on a PowerVR GPU (2/4)
  89. Chapter V-1: Hybrid Ray Tracing on a PowerVR GPU (3/4)
  90. Chapter V-1: Hybrid Ray Tracing on a PowerVR GPU (4/4)
  91. Chapter V-2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 (1/4)
  92. Chapter V-2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 (2/4)
  93. Chapter V-2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 (3/4)
  94. Chapter V-2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 (4/4)
  95. Chapter V-3: Animated Characters with Shell Fur for Mobile Devices (1/2)
  96. Chapter V-3: Animated Characters with Shell Fur for Mobile Devices (2/2)
  97. Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (1/8)
  98. Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (2/8)
  99. Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (3/8)
  100. Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (4/8)
  101. Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (5/8)
  102. Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (6/8)
  103. Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (7/8)
  104. Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (8/8)
  105. Part VI: Compute
  106. Chapter VI-1: Compute-Based Tiled Culling (1/5)
  107. Chapter VI-1: Compute-Based Tiled Culling (2/5)
  108. Chapter VI-1: Compute-Based Tiled Culling (3/5)
  109. Chapter VI-1: Compute-Based Tiled Culling (4/5)
  110. Chapter VI-1: Compute-Based Tiled Culling (5/5)
  111. Chapter VI-2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer (1/4)
  112. Chapter VI-2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer (2/4)
  113. Chapter VI-2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer (3/4)
  114. Chapter VI-2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer (4/4)
  115. Chapter VI-3: Smooth Probabilistic Ambient Occlusion for Volume Rendering (1/3)
  116. Chapter VI-3: Smooth Probabilistic Ambient Occlusion for Volume Rendering (2/3)
  117. Chapter VI-3: Smooth Probabilistic Ambient Occlusion for Volume Rendering (3/3)
  118. Part VII: 3D Engine Design
  119. Chapter VII-1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations (1/4)
  120. Chapter VII-1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations (2/4)
  121. Chapter VII-1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations (3/4)
  122. Chapter VII-1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations (4/4)
  123. Chapter VII-2: Semantic-Based Shader Generation Using Shader Shaker (1/4)
  124. Chapter VII-2: Semantic-Based Shader Generation Using Shader Shaker (2/4)
  125. Chapter VII-2: Semantic-Based Shader Generation Using Shader Shaker (3/4)
  126. Chapter VII-2: Semantic-Based Shader Generation Using Shader Shaker (4/4)
  127. Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (1/5)
  128. Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (2/5)
  129. Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (3/5)
  130. Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (4/5)
  131. Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (5/5)
  132. About the Editors
  133. About the Contributors (1/2)
  134. About the Contributors (2/2)
  135. Back Cover

Product information

  • Title: GPU Pro 6
  • Author(s): Wolfgang Engel
  • Release date: July 2015
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781482264623