GPU pro 5 advanced rendering techniques

In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming....

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Bibliographic Details
Other Authors: Engel, Wolfgang F. (Editor)
Format: eBook
Language:English
Published: Boca Raton, Florida CRC Press 2014
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
Table of Contents:
  • Kernels for the ARM® Mali.-T600 GPUs Johan Gronqvist and Anton Lokhmotov 3D Engine Design ; Quaternions Revisited Peter Sikachev, Vladimir Egorov, and Sergey Makeev ; glTF: Designing an Open-Standard Runtime Asset Format Fabrice Robinet, Rémi Arnaud, Tony Parisi, and Patrick Cozzi; Managing Transformations in Hierarchy Bartosz Chodorowski and Wojciech Sterna Compute ; Hair Simulation in TressFX Dongsoo Han ; Object-Order Ray Tracing for Fully Dynamic Scenes Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher ; Quadtrees on the GPU Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin ; Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Takahiro Harada ; Non-Separable 2D, 3D, and 4D Filtering with CUDA Anders Eklund and Paul Dufort
  • Rendering; Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus, and Anass Lasram ; Reducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek ; Particle-Based Simulation of Material Aging Tobias Günther, Kai Rohmer, and Thorsten Grosch ; Simple Rasterization-Based Liquids Martin Guay Lighting and Shading ; Physically Based Area Lights Micha Drobot ; High Performance Outdoor Light Scattering using Epipolar Sampling Egor Yusov ; Volumetric Light Effects in Killzone Shadow Fall Nathan Vos ; Hi-Z Screen-Space Cone-Traced Reflections Yasin Uludag ; TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang
  • Includes bibliographical references
  • And Jason Lacroix; Wire Anti-Aliasing Emil Persson Image Space ; Screen Space Grass David Pangerl ; Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists João Raza and Gustavo Nunes ; Bokeh Effects on the SPU Serge Bernier Mobile Devices ; Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox ; Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith ; Bandwidth Efficient Graphics with ARM® Mali. GPUs Marius Bjørge ; Efficient Morph Target Animation using OpenGL ES 3.0 James Lewis Jones ; Tiled Deferred Blending Ramses Ladlani ; Adaptive Scalable Texture Compression Stacy Smith ; Optimizing OpenCL.