Actions for GPU Pro 7 : advanced rendering techniques
GPU Pro 7 : advanced rendering techniques / edited by Wolfgang Engel
- Published
- Boca Raton : CRC Press, Taylor & Francis Group, [2016]
- Physical Description
- xiii, 305 pages : illustrations (some color) ; 25 cm
- Additional Creators
- Engel, Wolfgang F.
- Contents
- Machine generated contents note: 1.Deferred Snow Deformation in Rise of the Tomb Raider / Carsten Dachsbacher -- 1.1.Introduction / Anton Kai Michels / Peter Sikachev -- 1.2.Terminology / Anton Kai Michels / Peter Sikachev -- 1.3.Related Work / Anton Kai Michels / Peter Sikachev -- 1.4.Snow Deformation: The Basic Approach / Anton Kai Michels / Peter Sikachev -- 1.5.Deferred Deformation / Anton Kai Michels / Peter Sikachev -- 1.6.Deformation Heightmap / Anton Kai Michels / Peter Sikachev -- 1.7.Filling the Trail over Time / Anton Kai Michels / Peter Sikachev -- 1.8.Hardware Tessellation and Performance / Anton Kai Michels / Peter Sikachev -- 1.9.Future Applications / Anton Kai Michels / Peter Sikachev -- 1.10.Acknowledgments / Anton Kai Michels / Peter Sikachev -- Bibliography / Anton Kai Michels / Peter Sikachev -- 2.Catmull-Clark Subdivision Surfaces / Anton Kai Michels / Peter Sikachev -- 2.1.Introduction / Wade Brainerd -- 2.2.The Call of Duty Method / Wade Brainerd -- 2.3.Regular Patches / Wade Brainerd -- 2.4.Irregular Patches / Wade Brainerd -- 2.5.Filling Cracks / Wade Brainerd -- 2.6.Going Further / Wade Brainerd -- 2.7.Conclusion / Wade Brainerd -- 2.8.Acknowledgments / Wade Brainerd -- Bibliography / Wade Brainerd -- 1.Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 / Michal Valient -- 1.1.Introduction / Kevin Örtegren / Emil Persson -- 1.2.Conservative Rasterization / Kevin Örtegren / Emil Persson -- 1.3.Implementation / Kevin Örtegren / Emil Persson -- 1.4.Shading / Kevin Örtegren / Emil Persson -- 1.5.Results and Analysis / Kevin Örtegren / Emil Persson -- 1.6.Conclusion / Kevin Örtegren / Emil Persson -- Bibliography / Kevin Örtegren / Emil Persson -- 2.Fine Pruned Tiled Light Lists / Kevin Örtegren / Emil Persson -- 2.1.Overview / Morten S. Mikkelsen -- 2.2.Introduction / Morten S. Mikkelsen -- 2.3.Our Method / Morten S. Mikkelsen -- 2.4.Implementation Details / Morten S. Mikkelsen -- 2.5.Engine Integration / Morten S. Mikkelsen -- 2.6.Results / Morten S. Mikkelsen -- 2.7.Conclusion / Morten S. Mikkelsen -- 2.8.Acknowledgments / Morten S. Mikkelsen -- Bibliography / Morten S. Mikkelsen -- 3.Deferred Attribute Interpolation Shading / Morten S. Mikkelsen -- 3.1.Introduction / Christoph Schied / Carsten Dachsbacher -- 3.2.Algorithm / Christoph Schied / Carsten Dachsbacher -- 3.3.Implementation / Christoph Schied / Carsten Dachsbacher -- 3.4.Results / Christoph Schied / Carsten Dachsbacher -- 3.5.Conclusion / Christoph Schied / Carsten Dachsbacher -- Bibliography / Christoph Schied / Carsten Dachsbacher -- 4.Real-Time Volumetric Cloudscapes / Christoph Schied / Carsten Dachsbacher -- 4.1.Overview / Andrew Schneider -- 4.2.Introduction / Andrew Schneider -- 4.3.Cloud Modeling / Andrew Schneider -- 4.4.Cloud Lighting / Andrew Schneider -- 4.5.Cloud Rendering / Andrew Schneider -- 4.6.Conclusion and Future Work / Andrew Schneider -- 4.7.Acknowledgments / Andrew Schneider -- Bibliography / Andrew Schneider -- 1.Adaptive Virtual Textures / Christopher Oat -- 1.1.Introduction / Ka Chen -- 1.2.Procedural Virtual Textures Basics / Ka Chen -- 1.3.Adaptive Virtual Textures / Ka Chen -- 1.4.Virtual Texture Best Practices / Ka Chen -- 1.5.Conclusion / Ka Chen -- Bibliography / Ka Chen -- 2.Deferred Coarse Pixel Shading / Ka Chen -- 2.1.Overview / Tomasz Janczak / Rahul P. Sathe -- 2.2.Introduction and Background / Rahul P. Sathe / Tomasz Janczak -- 2.3.Algorithm / Rahul P. Sathe / Tomasz Janczak -- 2.4.Performance / Rahul P. Sathe / Tomasz Janczak -- 2.5.Conclusion / Tomasz Janczak / Rahul P. Sathe -- Bibliography / Tomasz Janczak / Rahul P. Sathe -- 3.Progressive Rendering Using Multi-frame Sampling / Tomasz Janczak / Rahul P. Sathe -- 3.1.Introduction / Johannes Linke / Jürgen Döllner / Karsten Tausche / Daniel Limberger -- 3.2.Approach / Jürgen Döllner / Johannes Linke / Karsten Tausche / Daniel Limberger -- 3.3.Multi-frame Rendering Techniques / Johannes Linke / Jürgen Döllner / Karsten Tausche / Daniel Limberger -- 3.4.Conclusion and Future Work / Jürgen Döllner / Johannes Linke / Karsten Tausche / Daniel Limberger -- 3.5.Acknowledgment / Johannes Linke / Jürgen Döllner / Karsten Tausche / Daniel Limberger -- Bibliography / Johannes Linke / Karsten Tausche / Daniel Limberger / Jürgen Döllner -- 1.Efficient Soft Shadows Based on Static Local Cubemap / Marius Bjørge -- 1.1.Overview / Sylwester Bala / Roberto Lopez Mendez -- 1.2.Introduction / Sylwester Bala / Roberto Lopez Mendez -- 1.3.Algorithm Overview / Sylwester Bala / Roberto Lopez Mendez -- 1.4.What Is a Local Cubemap? / Sylwester Bala / Roberto Lopez Mendez -- 1.5.Creating a Shadow Cubemap / Sylwester Bala / Roberto Lopez Mendez -- 1.6.Applying Shadows / Sylwester Bala / Roberto Lopez Mendez -- 1.7.Smoothness / Sylwester Bala / Roberto Lopez Mendez -- 1.8.Combining the Shadow Technique with Others / Sylwester Bala / Roberto Lopez Mendez -- 1.9.Performance and Quality / Sylwester Bala / Roberto Lopez Mendez -- 1.10.Future Work / Sylwester Bala / Roberto Lopez Mendez -- 1.11.Conclusion / Roberto Lopez Mendez / Sylwester Bala -- Bibliography / Sylwester Bala / Roberto Lopez Mendez -- 2.Physically Based Deferred Shading on Mobile / Sylwester Bala / Roberto Lopez Mendez -- 2.1.Introduction / Ashley Vaughan Smith / Mathieu Einig -- 2.2.Physically Based Shading / Ashley Vaughan Smith / Mathieu Einig -- 2.3.An Efficient Physically Based Deferred Renderer / Mathieu Einig / Ashley Vaughan Smith -- 2.4.Experiments / Mathieu Einig / Ashley Vaughan Smith -- 2.5.Conclusion and Future Work / Ashley Vaughan Smith / Mathieu Einig -- Bibliography / Mathieu Einig / Ashley Vaughan Smith -- 1.Interactive Cinematic Particles / Wessam Bahnassi -- 1.1.Introduction / Homam Bahnassi / Wessam Bahnassi -- 1.2.Background / Homam Bahnassi / Wessam Bahnassi -- 1.3.Challenges and Previous Work / Homam Bahnassi / Wessam Bahnassi -- 1.4.Interactive Cinematic Particles (ICP) System Outline / Homam Bahnassi / Wessam Bahnassi -- 1.5.Data Authoring Workflow / Homam Bahnassi / Wessam Bahnassi -- 1.6.Offline Build Process / Homam Bahnassi / Wessam Bahnassi -- 1.7.Runtime Execution / Wessam Bahnassi / Homam Bahnassi -- 1.8.Additional Notes / Homam Bahnassi / Wessam Bahnassi -- 1.9.Conclusion / Homam Bahnassi / Wessam Bahnassi -- 1.10.Acknowledgment / Homam Bahnassi / Wessam Bahnassi -- Bibliography / Homam Bahnassi / Wessam Bahnassi -- 2.Real-Time BC6H Compression on GPU / Homam Bahnassi / Wessam Bahnassi -- 2.1.Introduction / Krzysztof Narkowicz -- 2.2.BC6H Details / Krzysztof Narkowicz -- 2.3.Compression Algorithm / Krzysztof Narkowicz -- 2.4.Results / Krzysztof Narkowicz -- 2.5.Possible Extensions / Krzysztof Narkowicz -- 2.6.Conclusion / Krzysztof Narkowicz -- 2.7.Acknowledgements / Krzysztof Narkowicz -- Bibliography / Krzysztof Narkowicz -- 3.A 3D Visualization Tool Used for Test Automation in the Forza Series / Krzysztof Narkowicz -- 3.1.Introduction / Gustavo Bastos Nunes -- 3.2.Collision Mesh Issues / Gustavo Bastos Nunes -- 3.3.Detecting the Issues / Gustavo Bastos Nunes -- 3.4.Visualization / Gustavo Bastos Nunes -- 3.5.Navigation / Gustavo Bastos Nunes -- 3.6.Workflow / Gustavo Bastos Nunes -- 3.7.Conclusion / Gustavo Bastos Nunes -- 3.8.Acknowledgments / Gustavo Bastos Nunes -- Bibliography / Gustavo Bastos Nunes -- 4.Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs / Gustavo Bastos Nunes -- 4.1.Introduction / Takahiro Harada -- 4.2.Load Balancing Methods / Takahiro Harada -- 4.3.Semi-static Load Balancing / Takahiro Harada -- 4.4.Results and Discussion / Takahiro Harada -- 4.5.Acknowledgments / Takahiro Harada -- Bibliography / Takahiro Harada -- 1.Octree Mapping from a Depth Camera / Wolfgang Engel -- 1.1.Overview / Dave Kotfis / Patrick Cozzi -- 1.2.Previous Work and Limitations / Dave Kotfis / Patrick Cozzi -- 1.3.Octree Scene Representation / Dave Kotfis / Patrick Cozzi -- 1.4.Rendering Techniques / Dave Kotfis / Patrick Cozzi -- 1.5.Results / Dave Kotfis / Patrick Cozzi -- 1.6.Conclusion and Future Work / Dave Kotfis / Patrick Cozzi -- 1.7.Acknowledgment / Dave Kotfis / Patrick Cozzi -- Bibliography / Dave Kotfis / Patrick Cozzi -- 2.Interactive Sparse Eulerian Fluid / Dave Kotfis / Patrick Cozzi -- 2.1.Overview / Alex Dunn -- 2.2.Introduction / Alex Dunn -- 2.3.GPU Eulerian Fluid Simulation / Alex Dunn -- 2.4.Simulation Stages / Alex Dunn -- 2.5.Problems / Alex Dunn -- 2.6.Latency Resistant Sparse Fluid Simulation / Alex Dunn -- 2.7.Performance / Alex Dunn -- 2.8.Sparse Volume Rendering / Alex Dunn -- 2.9.Results / Alex Dunn -- 2.10.Conclusion / Alex Dunn -- Bibliography / Alex Dunn.
- Subject(s)
- ISBN
- 9781498742535 (alk. paper)
149874253X (alk. paper) - Note
- "An A K Peters book."
- Bibliography Note
- Includes bibliographical references and index.
View MARC record | catkey: 17950470