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GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods producing real-time graphics. Section editors Wolfgang Engel, Ch
This page intentionally left blank GPU Pro Advanced Rendering Techniques Edited by Wolfgang Engel Bcca Raton London New York Taylor &x Francis Croup, an informa business AN A K PETERS BOOK Cover art: Remember Me gameplay images from the game demo at gamescom 2012. Images courtesy of Capcom U.S.A., Inc,@ CAPCOM CO LTD 2013 ALL RIGHTS RESERVED CRC Press Taylor& Francis Group 6000 Broken Sound parkway nw, Suite 300 Boca raton, FL 33487-2742 2013 by Taylor Francis Group, LLC CRC Press is an imprint of Taylor Francis Group, an Informa business o claim to original U.S. Government works Version date: 20130204 International Standard Book Number-13: 978-1-4665-6744-3(eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers Forpermissiontophotocopyorusematerialelectronicallyfromthisworkpleaseaccesswww.copyright.com(http://www.copyright.com/)orcontacttheCopyright variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged. Ses and registration for a Clearance Center, Inc (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licer Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infrin Visit the Taylor Francis Web site at http://www.taylorandfrancis.com and the Crc Press Web site at http://www.crcpress.com Contents Acknowledgments Web materials I Geometry Manipulation Wolfgang Engel 1 GPU Terrain Subdivision and Tessellation Benjamin Mistal 1.1 Introduction 1.2 The Algorith 4 1.3 Results 1.4 Conclusions 18 Bibliography 2 Introducing the Programmable Vertex Pulling Rendering pipeline 21 Christophe Riccio and sean Lilley 2. 1 Introduction 21 2.2 Draw Submission Limitations and Objectives 9) 2.3 Evaluating Draw Call CPU Overhead and the GPu Draw Subinissioni limitation 23 2.4 Programmable Vertex Pulling 28 2.5 Side Effects of the software Design 34 2.6 Future Work 35 2.7 Conclusion 36 Bibliography 37 3 A WebGL Globe Rendering Pipeline 39 Patrick Cozzi and Daniel Bagnell 3.1 Introduction 39 3.2 Rendering Pipeline Overview 39 Contents 3.3 Filling Cracks in Screen Space 3.4 Filling Poles in Screen Space 42 3.5 Overlaying Vector Data 44 3.6 Conclusion 47 3.7 Acknowledgments 47 Bibliography 48 l Rendering 49 Christopher Oat and Carsten Dachsbacher 1 Practical Planar Reflections Using Cubemaps and Image Proxies 51 Sebastien Lagarde and Antoine Zanuttini 1.1 Introduction 1.2 Generating Reflection Textures 52 1.3 Using Reflection Textures 1.4 Conclusion and Future Work 66 1.5 Acknowledgments Bibliography 67 2 Real-Time Ptex and Vector Displacement 69 Karl hillesland 2.1 Introduction 2. 2 Packed Pt 70 2.3 Runtime Implementation 2. 4 Adding Displacement 2.5 Performance costs 2.6 Memory Costs 番垂 2. 7 Alternatives and Future Work 79 2. 8 Acknowledgments 79 Biblic 80 3 Decoupled Deferred shading on the gPu Gabor wiktor and Carsten dachsbacher 3.1 Introduction 3.2 Decoupled Sampling in a rasterization Pipeline 3.3 Shading reuse for Deferred shadi 3.4 Implementation 87 3.5 Result 93 3.6 Acknowledgments 97 Bibliography Contents 4 Tiled Forward Shading 99 Markus billeter, Ola Olsson and Ulf Assarsson 4.1 Introduction 99 4.2 Recap: Forward, Deferred, and Tiled Shading 101 4.3 Tiled Forward Shading: Why? 104 4.4 Basic Tiled Forward Shading 104 4.5 Supporting Transparency 106 4.6 Support for MSAA 109 4.7 Supporting Different Shaders 111 4.8 Conclusion and Further Improvements Bibliography 113 5 Forward+: A Step Toward Film-Style Shading in Real Time 115 Takahiro Harada, Jay McKee, and Jason C. Yang 5. 1 Introduction 5.2 Forward+ 5.3 Implementation and Optimization 5.4 Results 123 5.5 Forward+ in the amd Leo demo 124 5.6Ex 127 5.7 Conclusion 133 5.8 Acknowledgments 134 Bibliography 134 6 Progressive Screen-Space Multichannel Surface Voxelization 137 Athanasios Gaitatzes and Georgios Papaioannou 6. 1 Introductie 137 6.2 Overview of voxelization method 138 6.3 Progressive Voxelization for Lighting 144 6.4 Implementation 145 6.5 Perfor d evaluatio 145 6.6 Limitations 151 6.7 Conclu 153 6.8 Acknowledg gments 153 Bibliography 153 7 Rasterized Voxel-Based Dynamic global Illumination 155 Hawar Doghramach 7. 1 Introduction 155 7. 2 Overview 155 7.3 Imple tation 7.4 Handling Large Environments 168 Contents 7.5 Results 7. 6 Conclusion 169 Bibliography 171 Il Image space 173 Michal valient 1 The Skylanders SWAP Force Depth-of-Field Shader 175 Michael Bukowski, Padraic Hennessy, Brian Osman, and Morgan Mcguire 1.1 Introduct 175 1.2 Algorithm 177 1.3 Conclusion 184 Bibliography 184 2 Simulating Partial Occlusion in Post-Processing Depth-of-Field Method 187 David c. schedl and michael wimmer 2.1 Introduct 187 2.2 Depth of Field 187 2. 3 Algorithm Overview 2.4 rendering 190 2.5 Scene Decomposition 190 2.6 Blurring and Composition 194 2.7 Rcsults 2. 8 Concl 2.9 Acknowledgments 199 Bibliography 3 Second-Depth Antialiasing 201 Emil persson 3.1 Introduction and Previous Work 201 3.2 Algorithm 202 3.3 Results 209 3.4 Conclusion and Future Work 211 Bibliography 211 4 Practical Framebuffer Compression 213 Pavlos Mavridis and Georgios Papaioannou 4.1 Introduction 213 4.2 Color Space Conversion 214 4.3 Chrominance Multiplexing 215 4.4 Chrominance reconstruction 217 Contents 4.5 Antialiasing 221 4.6 Blendi 22 4.7 Performance 222 4. 8 Conclusion and discussion 224 4.9 Acknowledgments 225 Bibliograph 225 5 Coherence-Enhancing Filtering on the GPU 227 Jan Eric Kyprianidis and Henry Kang 5.1 Introduction 227 5.2 Local Orientation estiinlatioll 229 5.3 Flow-Guided smoothing 238 243 5.5 Conclu 5.6 Acknowledgments Bibliography IV Shadows 251 Wolfgang Engel 1 Real-T ime Deep shadow Maps 253 Rene furst. Oliver Matt d Daniel Scherzer 1.1 Introduction 253 1.2 TransIllittalce Function 255 1.3 Algorithm 255 1.4 Rcsult 262 1.5 Conclusions 263 1.6 Acknowledgments 264 Bibliography 264 v Game Engine Design 265 Wessam Bahnassi 1 An Aspect-Based Engine Architecture 267 Donald revie 1.1 Introduction 1.2 Rationale 1.3 Engine Core 26 4 Aspects 272 1.5 Common Aspects 275

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xxxdrumer 很清洗,好东西,图形学经典作品
2017-05-30
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cofahoher 原版非扫描,太赞了,楼主好人
2015-04-12
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wangsen881213 非常不错,值得
2014-11-01
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fengbruce3 资源不错,不过跟gems不是一个系列
2014-10-15
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u013317783 这个版本特清晰!推荐下这个
2014-09-30
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GPU Pro 4.pdf

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GPU Pro 5 Advanced Rendering Techniques 7z.pdf

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压缩文档GPU Pro 7 Advanced Rendering Techniques pdf 7z

The GPU Pro: Advanced Rendering Techniques book series covers ready-to-use ideas and procedures that can help to solve many of your daily graphics programming challenges. The seventh book in the series wouldn’t have been possible without the help of many people. First, I would like to thank the sect

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