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نویسندهالهام‌گیری

GPU Pro 4 : advanced rendering techniques

Wolfgang F Engel (ed.)

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پرداخت امن
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انگلیسی
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9780429108488، 9780429165177، 9781439865606، 9781466567436، 9781466567443، 9781568817187، 0429108486، 042916517X، 1439865604، 1466567430، 1466567449، 1568817185

دربارهٔ کتاب

"This book contains many chapters describing the latest developments in computer graphics rendering on the GPU. Written by game programming experts, each contribution covers advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. The book's sections cover topics in mathematics of computer graphics, rendering, global illumination, handheld devices, 3D engine design, and GPGPU" -- Read more... 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 GPU Pro4 3 Contents 5 Acknowledgments 13 Web Materials 15 I. Geometry Manipulation 16 1. GPU Terrain Subdivision and Tessellation 17 1.1 Introduction 17 1.2 The Algorithm 18 1.2.1 Terms and Definitions 18 1.2.2 Algorithm Overview 20 1.2.3 Subdivision Algorithm 20 1.2.4 LOD Transition Algorithm 23 1.2.5 Procedural Height Generation Algorithm 29 1.3 Results 31 1.4 Conclusions 32 Bibliography 34 2. Introducing the Programmable Vertex Pulling Rendering Pipeline 35 2.1 Introduction 35 2.2 Draw Submission Limitations and Objectives 36 2.3 Evaluating Draw Call CPU Overhead and the GPU Draw Submission Limitation 37 2.3.1 The Performance Test 37 2.3.2 Understanding the Nature of the CPU Overhead in Our Test 40 2.3.3 Avoiding CPU Overhead by Reducing Resource Switching 40 2.3.4 Indexing Resources in Shaders, Dynamically Uniform Expressions 40 2.4 Programmable Vertex Pulling 42 2.4.1 Programmable Draw Dispatch 42 2.4.2 Programmable Vertex Fetching 45 2.5 Side Effects of the Software Design 48 2.5.1 Reaching the Primitive Peak Rate 48 2.5.2 Memory Repacking 49 2.6 Future Work 49 2.7 Conclusion 50 Bibliography 51 3. A WebGL Globe Rendering Pipeline 52 3.1 Introduction 52 3.2 Rendering Pipeline Overview 52 3.3 Filling Cracks in Screen Space 53 3.4 Filling Poles in Screen Space 55 3.5 Overlaying Vector Data 57 3.6 Conclusion 60 3.7 Acknowledgments 60 Bibliography 61 II. Rendering 62 1. Practical Planar Reflections Using Cubemaps and Image Proxies 64 1.1 Introduction 64 1.2 Generating Reflection Textures 65 1.2.1 Cubemap Reflection Environment 65 1.2.2 Image Proxies 68 1.2.3 Local Image-Based Lighting 73 1.3 Using Reflection Textures 76 1.3.1 Glossy Material Support 76 1.3.2 Applying the 2D Reflection Texture 77 1.3.3 Cost 78 1.4 Conclusion and Future Work 79 1.5 Acknowledgments 80 Bibliography 80 2. Real-Time Ptex and Vector Displacement 82 2.1 Introduction 82 2.2 Packed Ptex 83 2.2.1 Borders for Filtering 84 2.2.2 Texture Compression 84 2.3 Runtime Implementation 85 2.3.1 Texture LOD Selection 85 2.3.2 Packed Ptex Lookup 85 2.3.3 Resolution Discrepancies 87 2.4 Adding Displacement 88 2.5 Performance Costs 89 2.6 Memory Costs 91 2.7 Alternatives and Future Work 92 2.8 Conclusion 92 2.9 Acknowledgments 93 Bibliography 93 3. Decoupled Deferred Shading on the GPU 94 3.1 Introduction 94 3.2 Decoupled Sampling in a Rasterization Pipeline 95 3.2.1 The Nature of Aliasing 95 3.2.2 Decoupled Sampling 96 3.3 Shading Reuse for Deferred Shading 97 3.3.1 Algorithm Outline 99 3.4 Implementation 100 3.4.1 Architectural Considerations 100 3.4.2 Decoupling Shading Samples 101 3.4.3 Global Shading Cache 103 3.4.4 Shading and Resolving 105 3.5 Results 106 3.5.1 Memory Consumption 109 3.5.2 Conclusion 109 3.6 Acknowledgments 110 Bibliography 110 4. Tiled Forward Shading 112 4.1 Introduction 112 4.2 Recap: Forward, Deferred, and Tiled Shading 114 4.3 Tiled Forward Shading: Why? 117 4.4 Basic Tiled Forward Shading 117 4.5 Supporting Transparency 119 4.6 Support for MSAA 122 4.7 Supporting Different Shaders 124 4.8 Conclusion and Further Improvements 124 Bibliography 126 5. Forward+: A Step Toward Film-Style Shading in Real Time 128 5.1 Introduction 128 5.2 Forward+ 129 5.2.1 Light Culling 129 5.2.2 Shading 130 5.3 Implementation and Optimization 130 5.3.1 Gather-Based Light Culling 131 5.3.2 Final Shading 134 5.4 Results 136 5.5 Forward+ in the AMD Leo Demo 137 5.6 Extensions 140 5.6.1 2.5D Culling 140 5.6.2 Shadowing from Many Lights 144 5.7 Conclusion 146 5.8 Acknowledgments 147 Bibliography 147 6. Progressive Screen-Space Multichannel Surface Voxelization 149 6.1 Introduction 149 6.2 Overview of Voxelization Method 150 6.2.1 Cleanup Phase 152 6.2.2 Injection Phase 153 6.2.3 Single-Pass Progressive Algorithm 154 6.3 Progressive Voxelization for Lighting 155 6.4 Implementation 157 6.5 Performance and Evaluation 157 6.6 Limitations 164 6.7 Conclusion 165 6.8 Acknowledgments 165 Bibliography 165 7. Rasterized Voxel-Based Dynamic Global Illumination 167 7.1 Introduction 167 7.2 Overview 167 7.3 Implementation 168 7.3.1 Create Voxel Grid Representation of the Scene 168 7.3.2 Create VPLs in Voxel Space 173 7.3.3 Propagate VPLs 176 7.3.4 Apply Indirect Lighting 178 7.3.5 Clear the Voxel Grid 180 7.4 Handling Large Environments 180 7.5 Results 180 7.6 Conclusion 181 Bibliography 183 III. Image Space 184 1. The Skylanders SWAP Force Depth-of-Field Shader 185 1.1 Introduction 185 1.2 Algorithm 187 1.2.1 Input 187 1.2.2 Blur Passes 190 1.2.3 Compositing 192 1.3 Conclusion 194 Bibliography 194 2. Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods 196 2.1 Introduction 196 2.2 Depth of Field 196 2.3 Algorithm Overview 198 2.4 Rendering 199 2.5 Scene Decomposition 199 2.5.1 Matting Functions 200 2.5.2 Anchor Points 202 2.6 Blurring and Composition 203 2.6.1 Normalization 206 2.7 Results 206 2.8 Conclusion 207 2.9 Acknowledgments 208 Bibliography 208 3. Second-Depth Antialiasing 210 3.1 Introduction and Previous Work 210 3.2 Algorithm 211 3.2.1 Overview 211 3.2.2 Understanding depth 211 3.2.3 Method 213 3.3 Results 218 3.4 Conclusion and Future Work 220 Bibliography 220 4. Practical Framebuffer Compression 222 4.1 Introduction 222 4.2 Color Space Conversion 223 4.3 Chrominance Multiplexing 224 4.4 Chrominance Reconstruction 226 4.4.1 Optimizations 229 4.5 Antialiasing 230 4.6 Blending 231 4.7 Performance 231 4.8 Conclusion and Discussion 233 4.9 Acknowledgments 234 Bibliography 234 5. Coherence-Enhancing Filtering on the GPU 236 5.1 Introduction 236 5.2 Local Orientation Estimation 238 5.2.1 Smoothed Structure Tensor 239 5.2.2 Eigenanalysis of the Structure Tensor 241 5.2.3 Structure Tensor Relaxation 243 5.3 Flow-Guided Smoothing 247 5.3.1 Streamline Integration 247 5.3.2 Line Integral Convolution 249 5.3.3 Adaptive Smoothing 250 5.4 Shock Filter 252 5.4.1 PDE-Based Shock Filter 252 5.4.2 Gradient-Directed Shock Filter 253 5.5 Conclusion 257 5.6 Acknowledgments 257 Bibliography 257 IV. Shadows 259 1. Real-Time Deep Shadow Maps 260 1.1 Introduction 260 1.2 Transmittance Function 262 1.3 Algorithm 262 1.3.1 Creating List Entries 263 1.3.2 Processing the Fragments 265 1.3.3 Neighbor Linking 266 1.3.4 Deferred Shadowing 267 1.3.5 Spatial filtering 267 1.4 Results 269 1.5 Conclusions 270 1.6 Acknowledgments 271 Bibliography 271 V. Game Engine Design 272 1. An Aspect-Based Engine Architecture 273 1.1 Introduction 273 1.2 Rationale 273 1.3 Engine Core 274 1.3.1 Scene Graph 274 1.3.2 Scene Nodes 275 1.3.3 Data Access 276 1.3.4 Subgraph State 277 1.3.5 Event Queue 277 1.4 Aspects 278 1.4.1 Scene Interpretation 279 1.4.2 Node Interfaces 280 1.5 Common Aspects 281 1.5.1 Render Aspect 281 1.5.2 Logic Aspect 281 1.5.3 Data Instrumentation Aspect 281 1.5.4 File Aspect 282 1.6 Implementation 283 1.7 Aspect Interactions 284 1.7.1 Aspect Update 285 1.7.2 Example: Entity Changing Color Upon Taking Damage 286 1.8 Praetorian: The Brief History of Aspects 287 1.9 Analysis 288 1.10 Conclusion 289 1.11 Acknowledgments 289 Bibliography 290 2. Kinect Programming with Direct3D 11 291 2.1 Introduction 291 2.2 Meet the Kinect 291 2.2.1 Color Camera 292 2.2.2 Depth Camera 293 2.2.3 Skeletal Tracking 295 2.3 Mathematics of the Kinect 295 2.3.1 Pinhole Camera Model 296 2.3.2 Kinect Coordinate Systems 297 2.4 Programming with the Kinect SDK 298 2.4.1 Initialization and Acquisition 299 2.4.2 Direct3D 11 Resource Selection 301 2.4.3 Rendering with the Kinect 302 2.5 Applications of the Kinect 306 2.5.1 3D Scanning 306 2.5.2 Interactive Augmented Reality 306 2.5.3 User Pose and Gesture Tracking 307 2.5.4 Rendering Scenes Based on User Pose 307 2.6 Conclusion 308 Bibliography 308 3. A Pipeline for Authored Structural Damage 309 3.1 Introduction 309 3.2 The Addressed Problem 309 3.3 Challenges and Previous Work 310 3.4 Implementation Description and Details 311 3.4.1 Authoring Step 312 3.4.2 Pipeline Step 315 3.4.3 Runtime Step 316 3.5 Level of Detail 319 3.6 Discussion 320 3.7 Conclusion 320 3.8 Acknowledgments 320 Bibliography 321 VI. GPGPU 322 1. Bit-Trail Traversal for Stackless LBVH on DirectCompute 323 1.1 Introduction 323 1.2 Ray Tracing Rendering 324 1.3 Global Illumination 324 1.4 Stackless LBVH 326 1.4.1 Construction 327 1.4.2 Traversal 331 1.5 The SLBVH in Action 335 1.5.1 Traversal Frame Rate 335 1.5.2 Memory Footprint 336 1.5.3 Empty Nodes 337 1.6 Conclusion 338 1.7 Acknowledgments 339 Bibliography 339 2. Real-Time JPEG Compression Using DirectCompute 341 2.1 Introduction 341 2.1.1 Baseline JPEG Encoding 341 2.1.2 Color-Space Transform 342 2.1.3 Chroma Subsampling 342 2.1.4 Forward Discrete Cosine Transform 343 2.1.5 Quantization 344 2.1.6 Entropy Coding 344 2.2 Implementation 346 2.2.1 Performance Considerations 346 2.2.2 Challenges 347 2.2.3 GPU Initialization 348 2.2.4 Execution 348 2.3 Performance 356 2.3.1 Benchmark Scenario 1 357 2.3.2 Benchmark Scenario 2 358 2.4 Conclusion 359 2.5 Acknowledgments 359 Bibliography 359 About the Editors 360 About the Editors 362 Frontmatter GPU Pro4......Page 3 Contents......Page 5 Acknowledgments......Page 13 Web Materials......Page 15 I. Geometry Manipulation......Page 16 1.1 Introduction......Page 17 1.2.1 Terms and Definitions......Page 18 1.2.3 Subdivision Algorithm......Page 20 1.2.4 LOD Transition Algorithm......Page 23 1.2.5 Procedural Height Generation Algorithm......Page 29 1.3 Results......Page 31 1.4 Conclusions......Page 32 Bibliography......Page 34 2.1 Introduction......Page 35 2.2 Draw Submission Limitations and Objectives......Page 36 2.3.1 The Performance Test......Page 37 2.3.4 Indexing Resources in Shaders, Dynamically Uniform Expressions......Page 40 2.4.1 Programmable Draw Dispatch......Page 42 2.4.2 Programmable Vertex Fetching......Page 45 2.5.1 Reaching the Primitive Peak Rate......Page 48 2.6 Future Work......Page 49 2.7 Conclusion......Page 50 Bibliography......Page 51 3.2 Rendering Pipeline Overview......Page 52 3.3 Filling Cracks in Screen Space......Page 53 3.4 Filling Poles in Screen Space......Page 55 3.5 Overlaying Vector Data......Page 57 3.7 Acknowledgments......Page 60 Bibliography......Page 61 II. Rendering......Page 62 1.1 Introduction......Page 64 1.2.1 Cubemap Reflection Environment......Page 65 1.2.2 Image Proxies......Page 68 1.2.3 Local Image-Based Lighting......Page 73 1.3.1 Glossy Material Support......Page 76 1.3.2 Applying the 2D Reflection Texture......Page 77 1.3.3 Cost......Page 78 1.4 Conclusion and Future Work......Page 79 Bibliography......Page 80 2.1 Introduction......Page 82 2.2 Packed Ptex......Page 83 2.2.2 Texture Compression......Page 84 2.3.2 Packed Ptex Lookup......Page 85 2.3.3 Resolution Discrepancies......Page 87 2.4 Adding Displacement......Page 88 2.5 Performance Costs......Page 89 2.6 Memory Costs......Page 91 2.8 Conclusion......Page 92 Bibliography......Page 93 3.1 Introduction......Page 94 3.2.1 The Nature of Aliasing......Page 95 3.2.2 Decoupled Sampling......Page 96 3.3 Shading Reuse for Deferred Shading......Page 97 3.3.1 Algorithm Outline......Page 99 3.4.1 Architectural Considerations......Page 100 3.4.2 Decoupling Shading Samples......Page 101 3.4.3 Global Shading Cache......Page 103 3.4.4 Shading and Resolving......Page 105 3.5 Results......Page 106 3.5.2 Conclusion......Page 109 Bibliography......Page 110 4.1 Introduction......Page 112 4.2 Recap: Forward, Deferred, and Tiled Shading......Page 114 4.4 Basic Tiled Forward Shading......Page 117 4.5 Supporting Transparency......Page 119 4.6 Support for MSAA......Page 122 4.8 Conclusion and Further Improvements......Page 124 Bibliography......Page 126 5.1 Introduction......Page 128 5.2.1 Light Culling......Page 129 5.3 Implementation and Optimization......Page 130 5.3.1 Gather-Based Light Culling......Page 131 5.3.2 Final Shading......Page 134 5.4 Results......Page 136 5.5 Forward+ in the AMD Leo Demo......Page 137 5.6.1 2.5D Culling......Page 140 5.6.2 Shadowing from Many Lights......Page 144 5.7 Conclusion......Page 146 Bibliography......Page 147 6.1 Introduction......Page 149 6.2 Overview of Voxelization Method......Page 150 6.2.1 Cleanup Phase......Page 152 6.2.2 Injection Phase......Page 153 6.2.3 Single-Pass Progressive Algorithm......Page 154 6.3 Progressive Voxelization for Lighting......Page 155 6.5 Performance and Evaluation......Page 157 6.6 Limitations......Page 164 Bibliography......Page 165 7.2 Overview......Page 167 7.3.1 Create Voxel Grid Representation of the Scene......Page 168 7.3.2 Create VPLs in Voxel Space......Page 173 7.3.3 Propagate VPLs......Page 176 7.3.4 Apply Indirect Lighting......Page 178 7.5 Results......Page 180 7.6 Conclusion......Page 181 Bibliography......Page 183 III. Image Space......Page 184 1.1 Introduction......Page 185 1.2.1 Input......Page 187 1.2.2 Blur Passes......Page 190 1.2.3 Compositing......Page 192 Bibliography......Page 194 2.2 Depth of Field......Page 196 2.3 Algorithm Overview......Page 198 2.5 Scene Decomposition......Page 199 2.5.1 Matting Functions......Page 200 2.5.2 Anchor Points......Page 202 2.6 Blurring and Composition......Page 203 2.7 Results......Page 206 2.8 Conclusion......Page 207 Bibliography......Page 208 3.1 Introduction and Previous Work......Page 210 3.2.2 Understanding depth......Page 211 3.2.3 Method......Page 213 3.3 Results......Page 218 Bibliography......Page 220 4.1 Introduction......Page 222 4.2 Color Space Conversion......Page 223 4.3 Chrominance Multiplexing......Page 224 4.4 Chrominance Reconstruction......Page 226 4.4.1 Optimizations......Page 229 4.5 Antialiasing......Page 230 4.7 Performance......Page 231 4.8 Conclusion and Discussion......Page 233 Bibliography......Page 234 5.1 Introduction......Page 236 5.2 Local Orientation Estimation......Page 238 5.2.1 Smoothed Structure Tensor......Page 239 5.2.2 Eigenanalysis of the Structure Tensor......Page 241 5.2.3 Structure Tensor Relaxation......Page 243 5.3.1 Streamline Integration......Page 247 5.3.2 Line Integral Convolution......Page 249 5.3.3 Adaptive Smoothing......Page 250 5.4.1 PDE-Based Shock Filter......Page 252 5.4.2 Gradient-Directed Shock Filter......Page 253 Bibliography......Page 257 IV. Shadows......Page 259 1.1 Introduction......Page 260 1.3 Algorithm......Page 262 1.3.1 Creating List Entries......Page 263 1.3.2 Processing the Fragments......Page 265 1.3.3 Neighbor Linking......Page 266 1.3.5 Spatial filtering......Page 267 1.4 Results......Page 269 1.5 Conclusions......Page 270 Bibliography......Page 271 V. Game Engine Design......Page 272 1.2 Rationale......Page 273 1.3.1 Scene Graph......Page 274 1.3.2 Scene Nodes......Page 275 1.3.3 Data Access......Page 276 1.3.5 Event Queue......Page 277 1.4 Aspects......Page 278 1.4.1 Scene Interpretation......Page 279 1.4.2 Node Interfaces......Page 280 1.5.3 Data Instrumentation Aspect......Page 281 1.5.4 File Aspect......Page 282 1.6 Implementation......Page 283 1.7 Aspect Interactions......Page 284 1.7.1 Aspect Update......Page 285 1.7.2 Example: Entity Changing Color Upon Taking Damage......Page 286 1.8 Praetorian: The Brief History of Aspects......Page 287 1.9 Analysis......Page 288 1.11 Acknowledgments......Page 289 Bibliography......Page 290 2.2 Meet the Kinect......Page 291 2.2.1 Color Camera......Page 292 2.2.2 Depth Camera......Page 293 2.3 Mathematics of the Kinect......Page 295 2.3.1 Pinhole Camera Model......Page 296 2.3.2 Kinect Coordinate Systems......Page 297 2.4 Programming with the Kinect SDK......Page 298 2.4.1 Initialization and Acquisition......Page 299 2.4.2 Direct3D 11 Resource Selection......Page 301 2.4.3 Rendering with the Kinect......Page 302 2.5.2 Interactive Augmented Reality......Page 306 2.5.4 Rendering Scenes Based on User Pose......Page 307 Bibliography......Page 308 3.2 The Addressed Problem......Page 309 3.3 Challenges and Previous Work......Page 310 3.4 Implementation Description and Details......Page 311 3.4.1 Authoring Step......Page 312 3.4.2 Pipeline Step......Page 315 3.4.3 Runtime Step......Page 316 3.5 Level of Detail......Page 319 3.8 Acknowledgments......Page 320 Bibliography......Page 321 VI. GPGPU......Page 322 1.1 Introduction......Page 323 1.3 Global Illumination......Page 324 1.4 Stackless LBVH......Page 326 1.4.1 Construction......Page 327 1.4.2 Traversal......Page 331 1.5.1 Traversal Frame Rate......Page 335 1.5.2 Memory Footprint......Page 336 1.5.3 Empty Nodes......Page 337 1.6 Conclusion......Page 338 Bibliography......Page 339 2.1.1 Baseline JPEG Encoding......Page 341 2.1.3 Chroma Subsampling......Page 342 2.1.4 Forward Discrete Cosine Transform......Page 343 2.1.6 Entropy Coding......Page 344 2.2.1 Performance Considerations......Page 346 2.2.2 Challenges......Page 347 2.2.4 Execution......Page 348 2.3 Performance......Page 356 2.3.1 Benchmark Scenario 1......Page 357 2.3.2 Benchmark Scenario 2......Page 358 Bibliography......Page 359 About the Editors......Page 360 About the Editors......Page 362 GPU 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 Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications. Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the books CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory. 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 techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools. Source code and other materials are available for download on the book's CRC Press web page. "With by section editors drawn from a variety of areas in rendering techniques, especially as concerns interactive media and games, this book covers advanced techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It includes topics such as geometry manipulation, rendering techniques, handheld devices programming, effects in image space, shadows, 3D Engine Design, and graphics related tools, environmental effects. The book contains a dedicated section on General Purpose GPU Programming that covers CUDA, DirectCompute and OpenCL examples"-- Provided by publisher 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 Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six secti.

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