GPU Pro 6

Book description

The latest 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 for beginners and seasoned game and graphics programmers alike.

Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 45 experts who cover the latest developments in graphics programming for games and movies.

The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.

The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, shadows, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples.

In color throughout, GPU Pro6 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided 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. 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): CRC Press
  • ISBN: 9781482264623