GPU_Zen.pdf

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GPU_Zen.pdf
GPU Zen Advanced Rendering Techniques Edited by Wolfgang Engel ACK C PUBLISHING Black Cat Publishing Inc Encinitas, CA Editorial Salcs and Customer Scrvicc Officc Black Cat Publishing ii 144 West d street suite 204 Encinitas. CA 92009 http://www.black-cat.pubi Copyright c 2017 by Black Cat Pub All rights reserved. No part of the material protected by this copyright notice may be reproduced or utilized in any form, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system without written permission from the copyright owner ISBN13:978-0-9988228-9-1 Printed in thc Unitcd Statos of A. 211100908 0987654321 Contents Preface I Geometry Manipulation Christopher Oat, editor Attributed vertex clouds Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jurgen Dollner 1.1 Introduction 1.2 Concept 1.3 Applications for Attributed Vertex Clouds 1.4 Evaluation 1.5 Conclusions Bibliography 21 2 Rendering Convex Occluders with Inner Conservative Rasterization 23 Marcus svensson and Emil Persson 2.1 Introduction 23 2 Algorithm 24 2.3 Conclusions and Future Work 2 Bibliography 2 Lighting Carsten Dachsbacher, editor Stable Indirect Illumination 33 Holger gruen and Louis bavoil 1.1 Introduction 1.2 Deinterleaved Texturing for RSM Sainplin 1.3 Adding Sub-image Blurs Contents 1. 4 Rasul Bibliography 42 2 Participating Media Using Extruded Light Volumes 45 Nathan Hoobler, Andrei Tatarinov and Alex dunn 2.1 Introduction 45 2.2 Background 46 2.3 Directional Iights 51 4 Local light 2. Additional optimizations 2.6 Result 68 2.7 Summary 72 Bibliography Ill Rendering Mark Chatfield. editor 1 Deferred 77 Hawar Doghramachi and Jean-Normand bucci 1.1 Introduction 1.2O 7 1.3 Implementation 79 1.4 Comparison with Hierarchical Depth Buffer-based Culling 1. 5 Pros and cons 98 1.6 Results 100 1.7 Conclusion 102 Bibliography 103 2 Programmable Per-pixel Sample Placement with Conservative Rasterizer 105 Rahul p sathe 2.1 Overview 105 2.2 Background 05 2.3 Alg 2.4 Demo 114 Bibliography 114 Mobile toon shadin 115 Felipe Lira, Felipe Chaves, Flavio villalva, Jesus Sosa Kleverson Paixao and Teofilo Dutra Contents 3.2 Tcchniquc Ovcrvicw 116 3.3 Flat Shading 3.4 Soft Light blending 3.5 Halftone-based Shadows 3.6 Threshold-based Inverted Hull Outline 119 3.7 Implementation 120 3. 8 Final Considerations 121 Bibliography 121 4 High Quality gPu-efficient Image Detail manipulation 123 Kin-Ming Wong and Tien-Tsin Wong 4.1 Image Detail Manipulation Pipeline 124 4.2 Decomposition 126 4.3 GLSL Compute Shador-bascd Implementation 129 4.4 Results 133 4.5 Conclusion 4.6 Acknowledgement, Bib 136 5 Linear-Light Shading with Linearly Transformed Cosines 137 Eric Heitz and Stephen hill 5.1 Introduction 137 5.2 The Linear-Light Shading Model 140 5.3 Line-integral of a Diffuse Materia 147 5.1 Line-Integral of a Glossy material with LTCs 150 5.5 Adding the End Caps 154 5.6 Rectangle-Like Linear Lights 157 5.7 Performance 5.8 Conclusion 160 5.9 Acknowledgments 160 Bibl 6 Profiling and Optimizing WebGL Applications Using Google Chrome 163 Gareth Morgan 6.1 Overview 163 6.2 Browser Profiling tools 167 6.3 Case stud 174 6.4 Conclusion Bibliograph Contents I Screen Space 181 essam Bahnassi editor 1 Scalable Adaptive SSAO 183 Filip strugar 1.2 Problcm Statement 番垂 183 1. 3 ASSAO-A High-level Overview 1.4 SSAO--A Quick Refresh 1.5 Scaling the ssao 6 Sampling Kernel .197 1.7 Adaptive ssao 197 1.8 Putting It All Together 199 1.9Fu Work 200 Bibliography 200 2 Robust Screen Space Ambient Occlusion 203 Wojciech Sterna 2.1 Introduction 20 2.2 Problem formulation 203 2.3 Algorith 205 2.4 Implementati 209 5 Possible i 213 2.6 Demo Application ·垂 214 2.7 Concl 215 2.8 Acknowledgments 215 Bibliograph 216 3 Practical Gather-based Bokeh Depth of Field 217 Wojciech Sterna 3.1 Introduction 217 3.2 Problem Formulation 217 3.3 Algorith 221 3.4 Implementation Details 227 3.5 Per-pixel Kernel Scale 235 3.6 Demo Application 236 3.7 Conclusions 237 3.8 Acknowledgments 237 Biblic hy 237 Contents v Virtual Reality 239 Eric Haines, editor Efficient Stereo and VR Rendering 241 Inigo Quilez 1.1 Introduction 241 1.2 Engine Design 241 1.3 Stereo Rendering 247 1.4 Conclusion 2 Understanding, Measuring, and Analyzing VR Graphics Performance 253 James Hughes, Reza nourai, and Ed Hutchins 2.1 VR Graphies Overview 2.2 Trace Collection 259 2.3 Analyzing Traces 2. 4 The big picture 274 V Compute 275 Wolfgang Engel, editor 1 Optimizing the Graphics Pipeline with Compute 277 Graham Wihlidal 1.1 Overview 277 1.2 Introduction 1.3 Motivation 1.4 Draw Association 1.5 Draw Compaction 1.6 Cluster Culling 1.7 Triangle culling 293 1.8 Batch Scheduling 308 1.9 Dc-intcrlcavcd Vertex Buffers 310 1.10 Hardware Tessellation 1.11 Performance 1.12 Conclusion Bibliography 2 Real Time Markov Decision Processes for crowd simulation 321 Sergio Ruiz and Benjamin Hernandez 2.1 Modeling Agent Navigation using a Markov decision process 321 2.2 Crowd Rendering 332 Contents 2.3 Coupling thc MDP Solver with Crowd Rendering 333 2. 4 Results 35 2.5 Conclusions 338 Bibliography 338 About the editors 341 About the contributors 343

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