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
- Front Cover
- Contents (1/2)
- Contents (2/2)
- Acknowledgments
- Web Materials
- Part I: Geometry Manipulation
- Chapter I-1: Dynamic GPU Terrain (1/4)
- Chapter I-1: Dynamic GPU Terrain (2/4)
- Chapter I-1: Dynamic GPU Terrain (3/4)
- Chapter I-1: Dynamic GPU Terrain (4/4)
- Chapter I-2: Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation (1/2)
- Chapter I-2: Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation (2/2)
- Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (1/5)
- Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (2/5)
- Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (3/5)
- Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (4/5)
- Chapter I-3: Real-Time Deformation of Subdivision Surfaces on Object Collisions (5/5)
- Chapter I-4: Realistic Volumetric Explosions in Games (1/3)
- Chapter I-4: Realistic Volumetric Explosions in Games (2/3)
- Chapter I-4: Realistic Volumetric Explosions in Games (3/3)
- Part II: Rendering
- Chapter II-1: Next-Generation Rendering in Thief (1/6)
- Chapter II-1: Next-Generation Rendering in Thief (2/6)
- Chapter II-1: Next-Generation Rendering in Thief (3/6)
- Chapter II-1: Next-Generation Rendering in Thief (4/6)
- Chapter II-1: Next-Generation Rendering in Thief (5/6)
- Chapter II-1: Next-Generation Rendering in Thief (6/6)
- Chapter II-2: Grass Rendering and Simulation with LOD (1/2)
- Chapter II-2: Grass Rendering and Simulation with LOD (2/2)
- Chapter II-3: Hybrid Reconstruction Antialiasing (1/8)
- Chapter II-3: Hybrid Reconstruction Antialiasing (2/8)
- Chapter II-3: Hybrid Reconstruction Antialiasing (3/8)
- Chapter II-3: Hybrid Reconstruction Antialiasing (4/8)
- Chapter II-3: Hybrid Reconstruction Antialiasing (5/8)
- Chapter II-3: Hybrid Reconstruction Antialiasing (6/8)
- Chapter II-3: Hybrid Reconstruction Antialiasing (7/8)
- Chapter II-3: Hybrid Reconstruction Antialiasing (8/8)
- Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (1/6)
- Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (2/6)
- Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (3/6)
- Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (4/6)
- Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (5/6)
- Chapter II-4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering (6/6)
- Chapter II-5: Sparse Procedural Volume Rendering (1/3)
- Chapter II-5: Sparse Procedural Volume Rendering (2/3)
- Chapter II-5: Sparse Procedural Volume Rendering (3/3)
- Part III: Lighting
- Chapter III-1: Real-Time Lighting via Light Linked List (1/3)
- Chapter III-1: Real-Time Lighting via Light Linked List (2/3)
- Chapter III-1: Real-Time Lighting via Light Linked List (3/3)
- Chapter III-2: Deferred Normalized Irradiance Probes (1/5)
- Chapter III-2: Deferred Normalized Irradiance Probes (2/5)
- Chapter III-2: Deferred Normalized Irradiance Probes (3/5)
- Chapter III-2: Deferred Normalized Irradiance Probes (4/5)
- Chapter III-2: Deferred Normalized Irradiance Probes (5/5)
- Chapter III-3: Volumetric Fog and Lighting (1/6)
- Chapter III-3: Volumetric Fog and Lighting (2/6)
- Chapter III-3: Volumetric Fog and Lighting (3/6)
- Chapter III-3: Volumetric Fog and Lighting (4/6)
- Chapter III-3: Volumetric Fog and Lighting (5/6)
- Chapter III-3: Volumetric Fog and Lighting (6/6)
- Chapter III-4: Physically Based Light Probe Generation on GPU (1/5)
- Chapter III-4: Physically Based Light Probe Generation on GPU (2/5)
- Chapter III-4: Physically Based Light Probe Generation on GPU (3/5)
- Chapter III-4: Physically Based Light Probe Generation on GPU (4/5)
- Chapter III-4: Physically Based Light Probe Generation on GPU (5/5)
- Chapter III-5: Real-Time Global Illumination Using Slices (1/6)
- Chapter III-5: Real-Time Global Illumination Using Slices (2/6)
- Chapter III-5: Real-Time Global Illumination Using Slices (3/6)
- Chapter III-5: Real-Time Global Illumination Using Slices (4/6)
- Chapter III-5: Real-Time Global Illumination Using Slices (5/6)
- Chapter III-5: Real-Time Global Illumination Using Slices (6/6)
- Part IV: Shadows
- Chapter IV-1: Practical Screen-Space Soft Shadows (1/4)
- Chapter IV-1: Practical Screen-Space Soft Shadows (2/4)
- Chapter IV-1: Practical Screen-Space Soft Shadows (3/4)
- Chapter IV-1: Practical Screen-Space Soft Shadows (4/4)
- Chapter IV-2: Tile-Based Omnidirectional Shadows (1/6)
- Chapter IV-2: Tile-Based Omnidirectional Shadows (2/6)
- Chapter IV-2: Tile-Based Omnidirectional Shadows (3/6)
- Chapter IV-2: Tile-Based Omnidirectional Shadows (4/6)
- Chapter IV-2: Tile-Based Omnidirectional Shadows (5/6)
- Chapter IV-2: Tile-Based Omnidirectional Shadows (6/6)
- Chapter IV-3: Shadow Map Silhouette Revectorization (1/2)
- Chapter IV-3: Shadow Map Silhouette Revectorization (2/2)
- Part V: Mobile Devices
- Chapter V-1: Hybrid Ray Tracing on a PowerVR GPU (1/4)
- Chapter V-1: Hybrid Ray Tracing on a PowerVR GPU (2/4)
- Chapter V-1: Hybrid Ray Tracing on a PowerVR GPU (3/4)
- Chapter V-1: Hybrid Ray Tracing on a PowerVR GPU (4/4)
- Chapter V-2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 (1/4)
- Chapter V-2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 (2/4)
- Chapter V-2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 (3/4)
- Chapter V-2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 (4/4)
- Chapter V-3: Animated Characters with Shell Fur for Mobile Devices (1/2)
- Chapter V-3: Animated Characters with Shell Fur for Mobile Devices (2/2)
- Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (1/8)
- Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (2/8)
- Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (3/8)
- Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (4/8)
- Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (5/8)
- Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (6/8)
- Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (7/8)
- Chapter V-4: High Dynamic Range Computational Photography on Mobile GPUs (8/8)
- Part VI: Compute
- Chapter VI-1: Compute-Based Tiled Culling (1/5)
- Chapter VI-1: Compute-Based Tiled Culling (2/5)
- Chapter VI-1: Compute-Based Tiled Culling (3/5)
- Chapter VI-1: Compute-Based Tiled Culling (4/5)
- Chapter VI-1: Compute-Based Tiled Culling (5/5)
- Chapter VI-2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer (1/4)
- Chapter VI-2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer (2/4)
- Chapter VI-2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer (3/4)
- Chapter VI-2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer (4/4)
- Chapter VI-3: Smooth Probabilistic Ambient Occlusion for Volume Rendering (1/3)
- Chapter VI-3: Smooth Probabilistic Ambient Occlusion for Volume Rendering (2/3)
- Chapter VI-3: Smooth Probabilistic Ambient Occlusion for Volume Rendering (3/3)
- Part VII: 3D Engine Design
- Chapter VII-1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations (1/4)
- Chapter VII-1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations (2/4)
- Chapter VII-1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations (3/4)
- Chapter VII-1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations (4/4)
- Chapter VII-2: Semantic-Based Shader Generation Using Shader Shaker (1/4)
- Chapter VII-2: Semantic-Based Shader Generation Using Shader Shaker (2/4)
- Chapter VII-2: Semantic-Based Shader Generation Using Shader Shaker (3/4)
- Chapter VII-2: Semantic-Based Shader Generation Using Shader Shaker (4/4)
- Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (1/5)
- Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (2/5)
- Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (3/5)
- Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (4/5)
- Chapter VII-3: ANGLE: Bringing OpenGL ES to the Desktop (5/5)
- About the Editors
- About the Contributors (1/2)
- About the Contributors (2/2)
- Back Cover
Product information
- Title: GPU Pro 6
- Author(s):
- Release date: July 2015
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781482264623
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