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GPU Zen: Advanced Rendering Techniques

Posted By: AlenMiler
GPU Zen: Advanced Rendering Techniques

GPU Zen: Advanced Rendering Techniques by Wolfgang Engel
English | 16 May 2017 | ISBN: 0998822892 | ISBN-13: 9780998822891 | 360 Pages | PDF | 36.76 MB

Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU.

GPU Zen includes coverage of the areas of geometry manipulation, lighting, general rendering, screen-space techniques, Virtual Reality and general compute tasks.

Table of Content
Geometry Manipulation (Christopher Oat)
1.Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner
2.Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson

Lighting (Carsten Dachsbacher)
1.Rendering stable indirect illumination computed from reflective shadow maps by Louis Bavoil and Holger Gruen
2.Real-Time Participating Media Effects Using Extruded Light Volumes by Nathan Hoobler, Andrei Tatarinov and Alex Dunn

Rendering (Mark Chatfield)
1.Deferred+: Next-Gen Culling and Rendering for Dawn Engine by Hawar Doghramachi and Jean-Normand Bucci
2.Programmable per-pixel sample placement with conservative rasterizer by Rahul P. Sathe
3.Mobile Toon Shading by Felipe Lira, Flávio Villalva, Jesus Sosa, Kléverson Paixão and Teófilo Dutra
4.High-Quality GPU-efficient Image Detail Manipulation by Kin-Ming Wong and Tien-Tsin Wong
5.Real-Time Linear-Light Shading with Linearly Transformed Consines by Eric Heitz and Stephen Hill
6.Profiling and Optimizing WebGL Application Using Google Chrome by Gareth Morgan

Screen-Space (Wessam Bahnassi)
1.Scalable Adaptive SSAO by Filip Strugar
2.Robust Screen Space Ambient Occlusion in 1 ms in 1080p on PS4 by Wojciech Sterna
3.Practical Gather-based Bokeh Depth of Field by Wojciech Sterna

Virtual Reality (Eric Haines)
1.Efficient Stereo and VR Rendering by Iñigo Quilez
2.Understanding, Measuring and Analyzing VR Graphics Performance by James Hughes, Reza Nourai, and Ed Hutchins

Compute (Wolfgang Engel)
1.Optimizing the Graphics Pipeline with Compute by Graham Wihlidal
2.Real Time Markov Decision Processes for Crowd Simulation by Sergio Ruiz and Benjam´ın Hernández

Please note: this e-book was created with Amazon Kindle TextbookCreator. All the articles are linked with the table of content and there are links in the articles. Unfortunately, links are only supported at the time of this writing on the Amazon Fire HDX and the Amazon Fire 8.9.