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GPU Pro2
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Table of Contents

GEOMETRY MANIPULATION, Wolfgang Engel, editor Terrain and Ocean Rendering with Hardware Tessellation, Xavier Bonaventura DirectX 11 Graphics Pipeline Definition of Geometry Vertex Position, Vertex Normal, and Texture Coordinates Tessellation Correction Depending on the Camera Angle Conclusions Bibliography Practical and Realistic Facial Wrinkles Animation, Jorge Jimenez, Jose I. Echevarria, Christopher Oat, and Diego Gutierrez Background Our Algorithm Results Discussion Conclusion Acknowledgments Bibliography Procedural Content Generation on the GPU 29, Aleksander Netzel and Pawel Rohleder Abstract Introduction Terrain Generation and Rendering Environmental Effects Putting It All Together Conclusions and Future Work Bibliography RENDERING, Christopher Oat, editor Pre-Integrated Skin Shading, Eric Penner and George Borshukov Introduction Background and Previous Work Pre-Integrating the Effects of Scattering Scattering and Difuse Light Scattering and Normal Maps Shadow Scattering Conclusion and Future Work Appendix A: Lookup Textures Appendix B: Simpli ed Skin Shader Bibliography Implementing Fur Using Deferred Shading, Donald Revie Deferred Rendering . Fur Techniques Fur Implementation Details Conclusion Acknowledgments Bibliography Large-Scale Terrain Rendering for Outdoor Games, Ferenc Pinter Introduction Content Creation and Editing Runtime Shading Performance Possible Extensions Acknowledgments Bibliography Practical Morphological Antialiasing, Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez Overview Detecting Edges Obtaining Blending Weights Blending with the Four-Neighborhood Results Discussion Conclusion Acknowledgments Bibliography Volume Decals, Emil Persson Introduction Decals as Volumes Conclusions Bibliography GLOBAL ILLUMINATION EFFECTS, Carsten Dachsbacher, editor Temporal Screen-Space Ambient Occlusion, Oliver Mattausch, Daniel Scherzer, and Michael Wimmer Introduction . Ambient Occlusion Reverse Reprojection Our Algorithm SSAO Implementation Results Discussion and Limitations Conclusions Bibliography . Level-of-Detail and Streaming Optimized Irradiance Normal Mapping, Ralf Habel, Anders Nilsson, and Michael Wimmer Introduction Calculating Directional Irradiance H-Basis Implementation Results Conclusion Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase Bibliography Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing, Holger Gruen Overview Introduction Phase 1: Computing Indirect Illumination without Indirect Shadows Phase 2: Constructing a 3D Grid of Blockers Phase 3: Computing the Blocked Portion of Indirect Light Future Work Bibliography Real-Time Approximation of Light Transport in Translucent Homogenous Media, Colin Barre-Brisebois and Marc Bouchard Introduction In Search of Translucency The Technique: The Way Out is Through Performance Discussion Conclusion Demo Acknowledgments Bibliography Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes, Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher Introduction Overview Algorithm Detail Description Injection Stage Optimizations Results Conclusion Acknowledgments Bibliography SHADOWS, Wolfgang Engel, editor Variance Shadow Maps Light-Bleeding Reduction Tricks, Wojciech Sterna Introduction VSM Overview Light-Bleeding Solutions to the Problem. Sample Application Conclusion Bibliography Fast Soft Shadows via Adaptive Shadow Maps, Pavlo Turchyn Percentage-Closer Filtering with Large Kernels Application to Adaptive Shadow Maps Soft Shadows with Variable Penumbra Size Results Bibliography Adaptive Volumetric Shadow Maps, Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr Introduction and Previous Approaches Algorithm and Implementation . Comparisons Conclusions and Future Work Acknowledgments Bibliography Fast Soft Shadows with Temporal Coherence, Daniel Scherzer, Michael Schw arzler and Oliver Mattausch Introduction Algorithm Comparison and Results Bibliography Mipmapped Screen-Space Soft Shadows, Alberto Aguado and Eugenia Montiel Introduction and Previous Work Penumbra Width Screen-Space Filter Filtering Shadows Mipmap Level Selection Multiple Occlusions Discussion Bibliography HANDHELD DEVICES, Kristof Beets, editor A Shader-Based eBook Renderer, Andrea Bizzotto Overview Page-Peeling Effect Enabling Two Pages Side-by-Side Improving the Look and Antialiasing Edges Direction-Aligned Triangle Strip Performance Optimizations and Power Consumption Putting it Together Future Work Conclusion Acknowledgments Bibliography Post-Processing Effects on Mobile Devices, Marco Weber and Peter Quayle Overview Technical Details Case Study: Bloom Implementation Conclusion Bibliography Shader-Based Water Effects, Joe Davis and Ken Catterall Introduction Techniques Optimizations Conclusion Bibliography 3D ENGINE DESIGN, Wessam Bahnassi, editor Practical, Dynamic Visibility for Games, Stephen Hill and Daniel Collin Introduction Surveying the Field Query Quandaries Wish List Conviction Solution Battlefield Solution Future Development Conclusion Acknowledgments Bibliography Shader Amortization using Pixel Quad Message Passing, Eric Penner Introduction Background and Related Work Pixel Derivatives and Pixel Quads Pixel Quad Message Passing PQA Initialization Limitations of PQA Cross Bilateral Sampling Convolution and Blurring Percentage Closer Filtering Discussion Appendix A: Hardware Support Bibliography A Rendering Pipeline for Real-Time Crowds, Benjamin Hernandez and Isaac Rudomin System Overview Populating the Virtual Environment and Behavior View-Frustum Culling Level of Detail Sorting Animation and Draw Instanced Results Conclusions and Future Work Acknowledgments Bibliography GPGPU, Sebastien St-Laurent, editor 2D Distance Field Generation with the GPU, Philip Rideout Vocabulary Manhattan Grassfire Horizontal-Vertical Erosion Saito-Toriwaki Scanning with OpenCL Signed Distance with Two Color Channels Distance Field Applications Bibliography Order-Independent Transparency using Per-Pixel Linked Lists, Nicolas Thibieroz Introduction Algorithm Overview DirectX 11 Features Requisites Head Pointer and Nodes Buers Per-Pixel Linked List Creation Per-Pixel Linked Lists Traversal Multisampling Antialiasing Support Optimizations Tiling Conclusion Acknowledgments Bibliography Simple and Fast Fluids, Martin Guay, Fabrice Colin, and Richard Egli Introduction Fluid Modeling Solver's Algorithm Code Visualization Conclusion Bibliography A Fast Poisson Solver for OpenCL using Multigrid Methods, Sebastien Noury, Samuel Boivin, and Olivier Le Maitre Introduction Poisson Equation and Finite Volume Method Iterative Methods Multigrid Methods (MG) OpenCL Implementation Benchmarks Discussion Bibliography

Reviews

Praise for GPU Pro: Any professional programmer in the field will find something of interest in this volume. I'm thrilled to see that this collection is in color--it's about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn't go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided. --Eric Haines, co-author of Real-Time Rendering, February 2010 I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting! --Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010

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