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GPU Pro : advanced rendering techniques / edited by Wolfgang Engel.

Contributor(s): Material type: TextTextPublication details: Wellesley, Mass. : A K Peters, 2010.Description: xxiii, 715 p. : col. ill. ; 24 cmISBN:
  • 1568814720 (alk. paper)
  • 9781568814728 (alk. paper)
Subject(s): DDC classification:
  • 006.6 ENG
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Moylish Library Main Collection 006.6 ENG (Browse shelf(Opens below)) 1 Available 39002100471375

Enhanced descriptions from Syndetics:

This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.

Example programs and source code can be downloaded from the book's CRC Press web page.

Includes bibliographical references and index.

Table of contents provided by Syndetics

  • Mathematics
  • GPU Color Quantization
  • Visualize Your Shadow Map Techniques
  • Geometry Manipulation
  • As Simple as Possible Tessellation for Interactive Applications
  • Rule-Based Geometry Synthesis in Real-Time
  • GPU-Based NURBS Geometry Evaluation and Rendering
  • Polygonal-Functional Hybrids for Computer Animation and Games
  • Rendering Techniques
  • Quadtree Displacement Mapping with Height Blending
  • NPR Effects Using the Geometry Shader
  • Alpha Blending as a Post-Process
  • Virtual Texture Mapping
  • Global Illumination
  • Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination
  • Screen-Space Directional Occlusion
  • Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors
  • Image Space
  • Anisotropic Kuwahara Filtering on the GPU
  • Edge Anti-Aliasing by Post-Processing
  • Environment Mapping with Floyd-Steinberg Halftoning
  • Hierarchical Item Buffers for Granular Occlusion Culling
  • Realistic Depth of Field in Postproduction
  • Real-Time Screen Space Cloud Lighting
  • Screen-Space Subsurface Scattering
  • Handheld Devices
  • Migration to OpenGL ES 2.0
  • Touchscreen-Based User Interaction
  • iPhone 3GS Graphics Development and Optimization Strategies
  • Optimizing a 3D UI Engine for Mobile Devices
  • Shadows
  • Fast Conventional Shadow Filtering
  • Hybrid Min/Max Plane-Based Shadow Maps
  • Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping
  • Screen Space Soft Shadows
  • 3D Engine Design
  • Multi-Fragment Effects on the GPU Using Bucket Sort
  • Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine
  • Porting Code between Direct3D9 and OpenGL 2.0
  • Practical Thread Rendering for DirectX 9
  • Game Postmortems
  • Stylized Rendering in Spore
  • Rendering Techniques in Call of Juarez: Bound in Blood
  • Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2
  • Destructible Volumetric Terrain
  • Beyond Pixels and Triangles
  • Parallelized Implementation of Universal Visual Computer
  • Accelerating Virtual Texturing Using CUDA
  • Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels
  • Spatial Binning on the GPU
  • Real-Time Interaction between Particles and the Dynamic Mesh on the GPU

Author notes provided by Syndetics

Wolfgang Engel is the CTO & Co-Founder of Confetti Special Effects Inc. He worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books, and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and is active in several advisory boards in the industry.

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