"This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering 3D engine design in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games"-- Abstract: "This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering 3D engine design in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games" Cover Half Title Title Copyright Contents Introduction Web Materials Chapter 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination Chris Wyman, Greg Nichols, and Jeremy Shopf > 1.1 Introduction > 1.2 Quick Review: Instant Radiosity > 1.3 Quick Review: Reflective Shadow Maps > 1.4 Multiresolution Splatting > 1.5 Fast Stencil-Based Multiresolution Splatting > 1.6 Results and Analysis > 1.7 Conclusion > 1.8 Demo and Source > Bibliography Chapter 2 Screen-Space Directional Occlusion Thorsten Grosch and Tobias Ritschel > 2.1 Introduction > 2.2 Screen-Space Ambient Occlusion > 2.3 Screen-Space Directional Occlusion > 2.4 Interleaved Sampling > 2.5 Discussion > 2.6 Conclusion > Bibliography Chapter 3 Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors Pe ter Dancsik and La szl o Sze csi > 3.1 Introduction > 3.2 Geometry Impostors > 3.3 Intersection Computation with an Environment Distance Impostor > 3.4 Ray-Object Intersection Using Distance Impostors > 3.5 Ray-Object Intersection Using Height Maps > 3.6 Tracing Multiple Refractions within a Single Object > 3.7 Multiple Ray Bounces with Object Impostors Only > 3.8 Multiple Ray Bounces with Environment Distance Impostors Only > 3.9 Combination of Environment and Object Impostors > 3.10 Caustics and Shadows > 3.11 Example Application: Glass Chess > 3.12 Example Application: Alien Pool > 3.13 Conclusion > Bibliography Chapter 4 Temporal Screen-Space Ambient Occlusion Oliver Mattausch, Daniel Scherzer, and Michael Wimmer > 4.1 Introduction > 4.2 Ambient Occlusion > 4.3 Reverse Reprojection > 4.4 Our Algorithm > 4.5 SSAO Implementation > 4.6 Results > 4.7 Discussion and Limitations > 4.8 Conclusions > Bibliography Chapter 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping Ralf Habel, Anders Nilsson, and Michael Wimmer > 5.1 Introduction > 5.2 Calculating Directional Irradiance > 5.3 H-Basis > 5.4 Implementation > 5.5 Results > 5.6 Conclusion > 5.7 Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase > Bibliography Chapter 6 Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing Holger Gruen > 6.1 Overview > 6.2 Introduction > 6.3 Phase 1: Computing Indirect Illumination without Indirect Shadows > 6.4 Phase 2: Constructing a 3D Grid of Blockers > 6.5 Phase 3: Computing the Blocked Portion of Indirect Light > 6.6 Future Work > Bibliography Chapter 7 Real-Time Approximation of Light Transport in Translucent Homogenous Media Colin Barr e-Brisebois and Marc Bouchard > 7.1 Introduction > 7.2 In Search of Translucency > 7.3 The Technique: The Way out Is Through > 7.4 Performance > 7.5 Discussion > 7.6 Conclusion > 7.7 Demo > 7.8 Acknowledgments > Bibliography Chapter 8 Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher > 8.1 Introduction > 8.2 Overview > 8.3 Algorithm Detail Description > 8.4 Injection Stage > 8.5 Optimizations > 8.6 Results > 8.7 Conclusion > 8.8 Acknowledgments > Bibliography Chapter 9 Ray-Traced Approximate Re ections Using a Grid of Oriented Splats Holger Gruen > 9.1 Overview > 9.2 Introduction > 9.3 The Basic Algorithm > 9.4 Results > 9.5 Future Work > Bibliography Chapter 10 Screen-Space Bent Cones: A Practical Approach Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel > 10.1 Overview > 10.2 Introduction > 10.3 Ambient Occlusion > 10.4 Our Technique > 10.5 Implementation > 10.6 Results > 10.7 Discussion and Conclusion > 10.8 Acknowledgments > Bibliography Chapter 11 Physically Based Area Lights Michal Drobot > 11.1 Overview > 11.2 Introduction > 11.3 Area Lighting Model > 11.4 Implementation > 11.5 Results Discussion > 11.6 Further Research > 11.7 Conclusion > Bibliography Chapter 12 High Performance Outdoor Light Scattering Using Epipolar Sampling Egor Yusov > 12.1 Introduction > 12.2 Previous Work > 12.3 Algorithm Overview > 12.4 Light Transport Theory > 12.5 Computing Scattering Integral > 12.6 Epipolar Sampling > 12.7 1D Min/Max Binary Tree Optimization > 12.8 Implementation > 12.9 Results and Discussion > 12.10 Conclusion and Future Work > Bibliography Chapter 13 Hi-Z Screen-Space Cone-Traced Re ections Yasin Uludag > 13.1 Overview > 13.2 Introduction > 13.3 Previous Work > 13.4 Algorithm > 13.5 Implementation > 13.6 Extensions > 13.7 Optimizations > 13.8 Performance > 13.9 Results > 13.10 Conclusion > 13.11 Future Work > 13.12 Acknowledgments > Bibliography Chapter 14 TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix > 14.1 Introduction > 14.2 Geometry Expansion > 14.3 Lighting > 14.4 Shadows and Approximated Hair Self-Shadowing > 14.5 Antialiasing > 14.6 Transparency > 14.7 Integration Specics > 14.8 Conclusion > Bibliography Chapter 15 Wire Antialiasing Emil Persson > 15.1 Introduction > 15.2 Algorithm > 15.3 Conclusion and Future Work > Bibliography Chapter 16 Real-Time Lighting via Light Linked List Abdul Bezrati > 16.1 Introduction > 16.2 Algorithm > 16.3 Populating the Light Linked List > 16.4 Accessing the Light Linked List > 16.5 Reduced Resolution > 16.6 Conclusion > Bibliography Chapter 17 Deferred Normalized Irradiance Probes John Huelin, Benjamin Rouveyrol, and Bartl omiej Wron ski > 17.1 Introduction > 17.2 Deferred Normalized Irradiance Probes Algorithm > 17.3 Tool Side of the Algorithm > 17.4 Runtime Details of Algorithm > 17.5 Results and Discussion > 17.6 Acknowledgments > Bibliography Chapter 18 Volumetric Fog and Lighting Bartl omiej Wron ski > 18.1 Introduction > 18.2 Overview > 18.3 Volumetric Fog Algorithm > 18.4 Results and Discussion > 18.5 Acknowledgments > Bibliography Chapter 19 Physically Based Light Probe Generation on GPU Ivan Spogreev > 19.1 Introduction > 19.2 Light Probes Theory > 19.3 Generating Light Probes on the GPU > 19.4 Conclusion > 19.5 Acknowledgments > Bibliography Chapter 20 Real-Time Global Illumination Using Slices Hugh Malan > 20.1 Introduction > 20.2 Algorithm Overview > 20.3 Approximating the Irradiance Due to an Emissive Plane > 20.4 Building the Image Pyramid > 20.5 Combining Multiple Slices > 20.6 Layered Heightelds > 20.7 Slice Placement > 20.8 Propagating Irradiance > 20.9 Results > 20.10 Conclusion > Bibliography Chapter 21 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 Kevin Ortegren and Emil Persson > 21.1 Introduction > 21.2 Conservative Rasterization > 21.3 Implementation > 21.4 Shading > 21.5 Results and Analysis > 21.6 Conclusion > Bibliography 22 Fine Pruned Tiled Light Lists Morten S. Mikkelsen > 22.1 Overview > 22.2 Introduction > 22.3 Our Method > 22.4 Implementation Details > 22.5 Engine Integration > 22.6 Results > 22.7 Conclusion > 22.8 Acknowledgments > Bibliography Chapter 23 Deferred Attribute Interpolation Shading Christoph Schied and Carsten Dachsbacher > 23.1 Introduction > 23.2 Algorithm > 23.3 Implementation > 23.4 Results > 23.5 Conclusion > Bibliography 24 Real-Time Volumetric Cloudscapes Andrew Schneider > 24.1 Overview > 24.2 Introduction > 24.3 Cloud Modeling > 24.4 Cloud Lighting > 24.5 Cloud Rendering > 24.6 Conclusion and Future Work > 24.7 Acknowledgments > Bibliography About the Contributors Wolfgang Engel's GPU Pro 360 Guide to Lighting gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology on lighting. This volume is complete with 24 articles by leading programmers that describes rendering techniques of global illumination effects suited for direct rendering applications in real time. GPU Pro 360 Guide to Lighting is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges "This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering 3D engine design in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games"-- Provided by publisher