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ویرایش:
نویسندگان: Wolfgang F Engel (ed.)
سری:
ISBN (شابک) : 9781568817187, 1568817185
ناشر: A.K.Peters
سال نشر: 2011
تعداد صفحات: 472
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 20 مگابایت
در صورت تبدیل فایل کتاب GPU Pro2 : advanced rendering techniques به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب GPU Pro2: تکنیک های پیشرفته رندر نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
"This book contains many chapters describing the latest developments in computer graphics rendering on the GPU. Written by game programming experts, each contribution covers advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. The book's sections cover topics in mathematics of computer graphics, rendering, global illumination, handheld devices, 3D engine design, and GPGPU" -- Read more... GEOMETRY MANIPULATION, Wolfgang Engel, editor Terrain and Ocean Rendering with Hardware Tessellation, Xavier Bonaventura DirectX 11 Graphics Pipeline Definition of Geometry Vertex Position, Vertex Normal, and Texture Coordinates Tessellation Correction Depending on the Camera Angle Conclusions Bibliography Practical and Realistic Facial Wrinkles Animation, Jorge Jimenez, Jose I. Echevarria, Christopher Oat, and Diego Gutierrez Background Our Algorithm Results Discussion Conclusion Acknowledgments Bibliography Procedural Content Generation on the GPU 29, Aleksander Netzel and Pawel Rohleder Abstract Introduction Terrain Generation and Rendering Environmental Effects Putting It All Together Conclusions and Future Work Bibliography RENDERING, Christopher Oat, editor Pre-Integrated Skin Shading, Eric Penner and George Borshukov Introduction Background and Previous Work Pre-Integrating the Effects of Scattering Scattering and Difuse Light Scattering and Normal Maps Shadow Scattering Conclusion and Future Work Appendix A: Lookup Textures Appendix B: Simpli ed Skin Shader Bibliography Implementing Fur Using Deferred Shading, Donald Revie Deferred Rendering . Fur Techniques Fur Implementation Details Conclusion Acknowledgments Bibliography Large-Scale Terrain Rendering for Outdoor Games, Ferenc Pinter Introduction Content Creation and Editing Runtime Shading Performance Possible Extensions Acknowledgments Bibliography Practical Morphological Antialiasing, Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez Overview Detecting Edges Obtaining Blending Weights Blending with the Four-Neighborhood Results Discussion Conclusion Acknowledgments Bibliography Volume Decals, Emil Persson Introduction Decals as Volumes Conclusions Bibliography GLOBAL ILLUMINATION EFFECTS, Carsten Dachsbacher, editor Temporal Screen-Space Ambient Occlusion, Oliver Mattausch, Daniel Scherzer, and Michael Wimmer Introduction . Ambient Occlusion Reverse Reprojection Our Algorithm SSAO Implementation Results Discussion and Limitations Conclusions Bibliography . Level-of-Detail and Streaming Optimized Irradiance Normal Mapping, Ralf Habel, Anders Nilsson, and Michael Wimmer Introduction Calculating Directional Irradiance H-Basis Implementation Results Conclusion Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase Bibliography Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing, Holger Gruen Overview Introduction Phase 1: Computing Indirect Illumination without Indirect Shadows Phase 2: Constructing a 3D Grid of Blockers Phase 3: Computing the Blocked Portion of Indirect Light Future Work Bibliography Real-Time Approximation of Light Transport in Translucent Homogenous Media, Colin Barre-Brisebois and Marc Bouchard Introduction In Search of Translucency The Technique: The Way Out is Through Performance Discussion Conclusion Demo Acknowledgments Bibliography Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes, Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher Introduction Overview Algorithm Detail Description Injection Stage Optimizations Results Conclusion Acknowledgments Bibliography SHADOWS, Wolfgang Engel, editor Variance Shadow Maps Light-Bleeding Reduction Tricks, Wojciech Sterna Introduction VSM Overview Light-Bleeding Solutions to the Problem. Sample Application Conclusion Bibliography Fast Soft Shadows via Adaptive Shadow Maps, Pavlo Turchyn Percentage-Closer Filtering with Large Kernels Application to Adaptive Shadow Maps Soft Shadows with Variable Penumbra Size Results Bibliography Adaptive Volumetric Shadow Maps, Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr Introduction and Previous Approaches Algorithm and Implementation . Comparisons Conclusions and Future Work Acknowledgments Bibliography Fast Soft Shadows with Temporal Coherence, Daniel Scherzer, Michael Schw arzler and Oliver Mattausch Introduction Algorithm Comparison and Results Bibliography Mipmapped Screen-Space Soft Shadows, Alberto Aguado and Eugenia Montiel Introduction and Previous Work Penumbra Width Screen-Space Filter Filtering Shadows Mipmap Level Selection Multiple Occlusions Discussion Bibliography HANDHELD DEVICES, Kristof Beets, editor A Shader-Based eBook Renderer, Andrea Bizzotto Overview Page-Peeling Effect Enabling Two Pages Side-by-Side Improving the Look and Antialiasing Edges Direction-Aligned Triangle Strip Performance Optimizations and Power Consumption Putting it Together Future Work Conclusion Acknowledgments Bibliography Post-Processing Effects on Mobile Devices, Marco Weber and Peter Quayle Overview Technical Details Case Study: Bloom Implementation Conclusion Bibliography Shader-Based Water Effects, Joe Davis and Ken Catterall Introduction Techniques Optimizations Conclusion Bibliography 3D ENGINE DESIGN, Wessam Bahnassi, editor Practical, Dynamic Visibility for Games, Stephen Hill and Daniel Collin Introduction Surveying the Field Query Quandaries Wish List Conviction Solution Battlefield Solution Future Development Conclusion Acknowledgments Bibliography Shader Amortization using Pixel Quad Message Passing, Eric Penner Introduction Background and Related Work Pixel Derivatives and Pixel Quads Pixel Quad Message Passing PQA Initialization Limitations of PQA Cross Bilateral Sampling Convolution and Blurring Percentage Closer Filtering Discussion Appendix A: Hardware Support Bibliography A Rendering Pipeline for Real-Time Crowds, Benjamin Hernandez and Isaac Rudomin System Overview Populating the Virtual Environment and Behavior View-Frustum Culling Level of Detail Sorting Animation and Draw Instanced Results Conclusions and Future Work Acknowledgments Bibliography GPGPU, Sebastien St-Laurent, editor 2D Distance Field Generation with the GPU, Philip Rideout Vocabulary Manhattan Grassfire Horizontal-Vertical Erosion Saito-Toriwaki Scanning with OpenCL Signed Distance with Two Color Channels Distance Field Applications Bibliography Order-Independent Transparency using Per-Pixel Linked Lists, Nicolas Thibieroz Introduction Algorithm Overview DirectX 11 Features Requisites Head Pointer and Nodes Buers Per-Pixel Linked List Creation Per-Pixel Linked Lists Traversal Multisampling Antialiasing Support Optimizations Tiling Conclusion Acknowledgments Bibliography Simple and Fast Fluids, Martin Guay, Fabrice Colin, and Richard Egli Introduction Fluid Modeling Solver's Algorithm Code Visualization Conclusion Bibliography A Fast Poisson Solver for OpenCL using Multigrid Methods, Sebastien Noury, Samuel Boivin, and Olivier Le Maitre Introduction Poisson Equation and Finite Volume Method Iterative Methods Multigrid Methods (MG) OpenCL Implementation Benchmarks Discussion Bibliography
GPU Pro4......Page 3
Contents......Page 5
Acknowledgments......Page 13
Web Materials......Page 15
I. Geometry Manipulation......Page 16
1.1 Introduction......Page 17
1.2.1 Terms and Definitions......Page 18
1.2.3 Subdivision Algorithm......Page 20
1.2.4 LOD Transition Algorithm......Page 23
1.2.5 Procedural Height Generation Algorithm......Page 29
1.3 Results......Page 31
1.4 Conclusions......Page 32
Bibliography......Page 34
2.1 Introduction......Page 35
2.2 Draw Submission Limitations and Objectives......Page 36
2.3.1 The Performance Test......Page 37
2.3.4 Indexing Resources in Shaders, Dynamically Uniform Expressions......Page 40
2.4.1 Programmable Draw Dispatch......Page 42
2.4.2 Programmable Vertex Fetching......Page 45
2.5.1 Reaching the Primitive Peak Rate......Page 48
2.6 Future Work......Page 49
2.7 Conclusion......Page 50
Bibliography......Page 51
3.2 Rendering Pipeline Overview......Page 52
3.3 Filling Cracks in Screen Space......Page 53
3.4 Filling Poles in Screen Space......Page 55
3.5 Overlaying Vector Data......Page 57
3.7 Acknowledgments......Page 60
Bibliography......Page 61
II. Rendering......Page 62
1.1 Introduction......Page 64
1.2.1 Cubemap Reflection Environment......Page 65
1.2.2 Image Proxies......Page 68
1.2.3 Local Image-Based Lighting......Page 73
1.3.1 Glossy Material Support......Page 76
1.3.2 Applying the 2D Reflection Texture......Page 77
1.3.3 Cost......Page 78
1.4 Conclusion and Future Work......Page 79
Bibliography......Page 80
2.1 Introduction......Page 82
2.2 Packed Ptex......Page 83
2.2.2 Texture Compression......Page 84
2.3.2 Packed Ptex Lookup......Page 85
2.3.3 Resolution Discrepancies......Page 87
2.4 Adding Displacement......Page 88
2.5 Performance Costs......Page 89
2.6 Memory Costs......Page 91
2.8 Conclusion......Page 92
Bibliography......Page 93
3.1 Introduction......Page 94
3.2.1 The Nature of Aliasing......Page 95
3.2.2 Decoupled Sampling......Page 96
3.3 Shading Reuse for Deferred Shading......Page 97
3.3.1 Algorithm Outline......Page 99
3.4.1 Architectural Considerations......Page 100
3.4.2 Decoupling Shading Samples......Page 101
3.4.3 Global Shading Cache......Page 103
3.4.4 Shading and Resolving......Page 105
3.5 Results......Page 106
3.5.2 Conclusion......Page 109
Bibliography......Page 110
4.1 Introduction......Page 112
4.2 Recap: Forward, Deferred, and Tiled Shading......Page 114
4.4 Basic Tiled Forward Shading......Page 117
4.5 Supporting Transparency......Page 119
4.6 Support for MSAA......Page 122
4.8 Conclusion and Further Improvements......Page 124
Bibliography......Page 126
5.1 Introduction......Page 128
5.2.1 Light Culling......Page 129
5.3 Implementation and Optimization......Page 130
5.3.1 Gather-Based Light Culling......Page 131
5.3.2 Final Shading......Page 134
5.4 Results......Page 136
5.5 Forward+ in the AMD Leo Demo......Page 137
5.6.1 2.5D Culling......Page 140
5.6.2 Shadowing from Many Lights......Page 144
5.7 Conclusion......Page 146
Bibliography......Page 147
6.1 Introduction......Page 149
6.2 Overview of Voxelization Method......Page 150
6.2.1 Cleanup Phase......Page 152
6.2.2 Injection Phase......Page 153
6.2.3 Single-Pass Progressive Algorithm......Page 154
6.3 Progressive Voxelization for Lighting......Page 155
6.5 Performance and Evaluation......Page 157
6.6 Limitations......Page 164
Bibliography......Page 165
7.2 Overview......Page 167
7.3.1 Create Voxel Grid Representation of the Scene......Page 168
7.3.2 Create VPLs in Voxel Space......Page 173
7.3.3 Propagate VPLs......Page 176
7.3.4 Apply Indirect Lighting......Page 178
7.5 Results......Page 180
7.6 Conclusion......Page 181
Bibliography......Page 183
III. Image Space......Page 184
1.1 Introduction......Page 185
1.2.1 Input......Page 187
1.2.2 Blur Passes......Page 190
1.2.3 Compositing......Page 192
Bibliography......Page 194
2.2 Depth of Field......Page 196
2.3 Algorithm Overview......Page 198
2.5 Scene Decomposition......Page 199
2.5.1 Matting Functions......Page 200
2.5.2 Anchor Points......Page 202
2.6 Blurring and Composition......Page 203
2.7 Results......Page 206
2.8 Conclusion......Page 207
Bibliography......Page 208
3.1 Introduction and Previous Work......Page 210
3.2.2 Understanding depth......Page 211
3.2.3 Method......Page 213
3.3 Results......Page 218
Bibliography......Page 220
4.1 Introduction......Page 222
4.2 Color Space Conversion......Page 223
4.3 Chrominance Multiplexing......Page 224
4.4 Chrominance Reconstruction......Page 226
4.4.1 Optimizations......Page 229
4.5 Antialiasing......Page 230
4.7 Performance......Page 231
4.8 Conclusion and Discussion......Page 233
Bibliography......Page 234
5.1 Introduction......Page 236
5.2 Local Orientation Estimation......Page 238
5.2.1 Smoothed Structure Tensor......Page 239
5.2.2 Eigenanalysis of the Structure Tensor......Page 241
5.2.3 Structure Tensor Relaxation......Page 243
5.3.1 Streamline Integration......Page 247
5.3.2 Line Integral Convolution......Page 249
5.3.3 Adaptive Smoothing......Page 250
5.4.1 PDE-Based Shock Filter......Page 252
5.4.2 Gradient-Directed Shock Filter......Page 253
Bibliography......Page 257
IV. Shadows......Page 259
1.1 Introduction......Page 260
1.3 Algorithm......Page 262
1.3.1 Creating List Entries......Page 263
1.3.2 Processing the Fragments......Page 265
1.3.3 Neighbor Linking......Page 266
1.3.5 Spatial filtering......Page 267
1.4 Results......Page 269
1.5 Conclusions......Page 270
Bibliography......Page 271
V. Game Engine Design......Page 272
1.2 Rationale......Page 273
1.3.1 Scene Graph......Page 274
1.3.2 Scene Nodes......Page 275
1.3.3 Data Access......Page 276
1.3.5 Event Queue......Page 277
1.4 Aspects......Page 278
1.4.1 Scene Interpretation......Page 279
1.4.2 Node Interfaces......Page 280
1.5.3 Data Instrumentation Aspect......Page 281
1.5.4 File Aspect......Page 282
1.6 Implementation......Page 283
1.7 Aspect Interactions......Page 284
1.7.1 Aspect Update......Page 285
1.7.2 Example: Entity Changing Color Upon Taking Damage......Page 286
1.8 Praetorian: The Brief History of Aspects......Page 287
1.9 Analysis......Page 288
1.11 Acknowledgments......Page 289
Bibliography......Page 290
2.2 Meet the Kinect......Page 291
2.2.1 Color Camera......Page 292
2.2.2 Depth Camera......Page 293
2.3 Mathematics of the Kinect......Page 295
2.3.1 Pinhole Camera Model......Page 296
2.3.2 Kinect Coordinate Systems......Page 297
2.4 Programming with the Kinect SDK......Page 298
2.4.1 Initialization and Acquisition......Page 299
2.4.2 Direct3D 11 Resource Selection......Page 301
2.4.3 Rendering with the Kinect......Page 302
2.5.2 Interactive Augmented Reality......Page 306
2.5.4 Rendering Scenes Based on User Pose......Page 307
Bibliography......Page 308
3.2 The Addressed Problem......Page 309
3.3 Challenges and Previous Work......Page 310
3.4 Implementation Description and Details......Page 311
3.4.1 Authoring Step......Page 312
3.4.2 Pipeline Step......Page 315
3.4.3 Runtime Step......Page 316
3.5 Level of Detail......Page 319
3.8 Acknowledgments......Page 320
Bibliography......Page 321
VI. GPGPU......Page 322
1.1 Introduction......Page 323
1.3 Global Illumination......Page 324
1.4 Stackless LBVH......Page 326
1.4.1 Construction......Page 327
1.4.2 Traversal......Page 331
1.5.1 Traversal Frame Rate......Page 335
1.5.2 Memory Footprint......Page 336
1.5.3 Empty Nodes......Page 337
1.6 Conclusion......Page 338
Bibliography......Page 339
2.1.1 Baseline JPEG Encoding......Page 341
2.1.3 Chroma Subsampling......Page 342
2.1.4 Forward Discrete Cosine Transform......Page 343
2.1.6 Entropy Coding......Page 344
2.2.1 Performance Considerations......Page 346
2.2.2 Challenges......Page 347
2.2.4 Execution......Page 348
2.3 Performance......Page 356
2.3.1 Benchmark Scenario 1......Page 357
2.3.2 Benchmark Scenario 2......Page 358
Bibliography......Page 359
About the Editors......Page 360
About the Editors......Page 362