GPU Pro 360 Guide to Geometry Manipulation pdf2018

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Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. “Geometry manipulation” focuses on the ability of graphics processor units (GPUs) to process and generate geometry in exciting and interesting ways. Tamy Boubekeur covers Phong Tesselation in the chapter “As Simple as Possible Tessellation for Interactive Applications.” This operator is simpler than GPU subdivision surfaces and their approximations but succeeds at hiding standard “polygonization” artifacts often encountered on mesh silhouettes and interior contours. Phong Tessellation can be implemented on today’s GPU using either uniform or adaptive instanced tessellation (vertex shader), or on the geometry shader for low tessellation rates. The chapter “Rule-Based Geometry Synthesis in Real-Time” by Mil´an Magdics and Gergely Kl´ar presents a framework for synthesizing and rendering geometry described by a rule-based representation in real time. The representation is evaluated completely on the GPU; thus, the geometry synthesis can be very fast and there is no need to copy data between the CPU and the graphics card. By applying frustum culling and rule selection based on the distance from the camera during the synthesis, only what is required for rendering with dynamic level of detail is generated. Graham Hemingway describes in the chapter “GPU-based NURBS Geometry Evaluation and Rendering” a method for using the GPU to calculate NURBS geometry. Compared to evaluation on the CPU, t

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