GPU Zen 2

GPU Zen 2 PDF Author: Wolfgang Engel
Publisher:
ISBN: 9781797583143
Category :
Languages : en
Pages : 304

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Book Description
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. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky

GPU Zen 2

GPU Zen 2 PDF Author: Wolfgang Engel
Publisher:
ISBN: 9781797583143
Category :
Languages : en
Pages : 304

Get Book Here

Book Description
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. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky

GPU Pro 7

GPU Pro 7 PDF Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1498742548
Category : Computers
Languages : en
Pages : 322

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Book Description
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc

GPU Pro 2

GPU Pro 2 PDF Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1439865604
Category : Computers
Languages : en
Pages : 500

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Book Description
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te

Real-Time Rendering

Real-Time Rendering PDF Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046

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Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

GPU PRO 3

GPU PRO 3 PDF Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1439887829
Category : Computers
Languages : en
Pages : 409

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Book Description
GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU. Sample programs and source code are available for download on the book's CRC Press web page.

GPU Pro 4

GPU Pro 4 PDF Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1466567449
Category : Computers
Languages : en
Pages : 384

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Book Description
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 for producing real-time graphics.Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Vali

Real-Time Rendering, Fourth Edition

Real-Time Rendering, Fourth Edition PDF Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199

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Book Description
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Core HTML5 Canvas

Core HTML5 Canvas PDF Author: David Geary
Publisher: Pearson Education
ISBN: 0132761661
Category : Computers
Languages : en
Pages : 752

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Book Description
One of HTML5’s most exciting features, Canvas provides a powerful 2D graphics API that lets you implement everything from word processors to video games. In Core HTML5 Canvas, best-selling author David Geary presents a code-fueled, no-nonsense deep dive into that API, covering everything you need to know to implement rich and consistent web applications that run on a wide variety of operating systems and devices. Succinctly and clearly written, this book examines dozens of real-world uses of the Canvas API, such as interactively drawing and manipulating shapes, saving and restoring the drawing surface to temporarily draw shapes and text, and implementing text controls. You’ll see how to keep your applications responsive with web workers when you filter images, how to implement smooth animations, and how to create layered, 3D scrolling backgrounds with parallax. In addition, you’ll see how to implement video games with extensive coverage of sprites, physics, collision detection, and the implementation of a game engine and an industrial-strength pinball game. The book concludes by showing you how to implement Canvas-based controls that you can use in any HTML5 application and how to use Canvas on mobile devices, including iOS5. This authoritative Canvas reference covers The canvas element—using it with other HTML elements, handling events, printing a canvas, and using offscreen canvases Shapes—drawing, dragging, erasing, and editing lines, arcs, circles, curves, and polygons; using shadows, gradients, and patterns Text—drawing, positioning, setting font properties; building text controls Images—drawing, scaling, clipping, processing, and animating Animations—creating smooth, efficient, and portable animations Sprites—implementing animated objects that have painters and behaviors Physics—modeling physical systems (falling bodies, pendulums, and projectiles), and implementing tweening for nonlinear motion and animation Collision detection—advanced techniques, clearly explained Game development—all aspects of game development, such as time-based motion and high score support, implemented in a game engine Custom controls—infrastructure for implementing custom controls; implementing progress bars, sliders, and an image panner Mobile applications—fitting Canvas apps on a mobile screen, using media queries, handling touch events, and specifying iOS5 artifacts, such as app icons Throughout the book, Geary discusses high-quality, reusable code to help professional developers learn everything they really need to know, with no unnecessary verbiage. All of the book’s code and live demonstrations of key techniques are available at corehtml5canvas.com.

GPU Pro 6

GPU Pro 6 PDF Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1482264625
Category : Computers
Languages : en
Pages : 574

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Book Description
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance

Ray Tracing Gems

Ray Tracing Gems PDF Author: Eric Haines
Publisher: Apress
ISBN: 1484244273
Category : Computers
Languages : en
Pages : 622

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Book Description
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs