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E-raamat: GPU Pro 360 Guide to Geometry Manipulation

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  • Formaat: 341 pages
  • Ilmumisaeg: 17-Apr-2018
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351339513
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  • Formaat: 341 pages
  • Ilmumisaeg: 17-Apr-2018
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351339513

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Wolfgang Engels GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation 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, 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
Introduction xi
Web Materials xv
1 As Simple as Possible Tessellation for Interactive Applications
1(8)
Tamy Boubekeur
1.1 Basic Phong Tessellation Operator
2(2)
1.2 Extension to Quads
4(2)
1.3 Results and Discussion
6(3)
Bibliography
6(3)
2 Rule-Based Geometry Synthesis in Real-Time
9(26)
Milan Magdics
Gergely Klar
2.1 Introduction
9(1)
2.2 Building Up the Scene with Procedures
10(1)
2.3 L-systems and the PGI
10(2)
2.4 Model Details and Implementation
12(15)
2.5 Interaction with the Procedural Scene
27(3)
2.6 Results
30(3)
2.7 Conclusion
33(2)
Bibliography
33(2)
3 GPU-Based NURBS Geometry Evaluation and Rendering
35(20)
Graham Hemingway
3.1 A Bit of NURBS Background
35(4)
3.2 Related Work
39(1)
3.3 NURBS Surface and Curve Evaluation
40(5)
3.4 Trimmed NURBS Surface Evaluation
45(5)
3.5 Results and Conclusion
50(5)
Bibliography
52(3)
4 Polygonal-Functional Hybrids for Computer Animation and Games
55(28)
D. Kravtsov
O. Fryazinov
V. Adzhiev
A. Pasko
P. Comninos
4.1 Introduction
55(1)
4.2 Background
56(6)
4.3 Working with FRep Models Using the GPU
62(9)
4.4 Applications
71(7)
4.5 Tools
78(1)
4.6 Limitations
79(1)
4.7 Conclusion
80(1)
4.8 Source Code
80(3)
Bibliography
81(2)
5 Terrain and Ocean Rendering with Hardware Tessellation
83(12)
Xavier Bonaventura
5.1 DirectX 11 Graphics Pipeline
84(3)
5.2 Definition of Geometry
87(3)
5.3 Vertex Position, Vertex Normal, and Texture Coordinates
90(2)
5.4 Tessellation Correction Depending on the Camera Angle
92(2)
5.5 Conclusions
94(1)
Bibliography
94(1)
6 Practical and Realistic Facial Wrinkles Animation
95(14)
Jorge Jimenez
Jose I. Echevarria
Christopher Oat
Diego Gutierrez
6.1 Background
97(1)
6.2 Our Algorithm
98(5)
6.3 Results
103(2)
6.4 Discussion
105(1)
6.5 Conclusion
106(1)
6.6 Acknowledgments
106(3)
Bibliography
106(3)
7 Procedural Content Generation on the GPU
109(10)
Aleksander Netzel
Pawel Rohleder
7.1 Abstract
109(1)
7.2 Introduction
109(1)
7.3 Terrain Generation and Rendering
110(2)
7.4 Environmental Effects
112(2)
7.5 Putting It All Together
114(1)
7.6 Conclusions and Future Work
115(4)
Bibliography
117(2)
8 Vertex Shader Tessellation
119(10)
Holger Gruen
8.1 Overview
119(1)
8.2 Introduction
119(1)
8.3 The Basic Vertex Shader Tessellation Algorithm
120(3)
8.4 Per-Edge Fractional Tessellation Factors
123(4)
8.5 Conclusion
127(2)
Bibliography
128(1)
9 Optimized Stadium Crowd Rendering
129(30)
Alan Chambers
9.1 Introduction
129(1)
9.2 Overview
130(1)
9.3 Content Pipeline
131(4)
9.4 Rendering
135(13)
9.5 Further Optimizations
148(7)
9.6 Limitations
155(1)
9.7 Conclusion
155(1)
9.8 Acknowledgments
156(3)
Bibliography
156(3)
10 Geometric Antialiasing Methods
159(18)
Emil Persson
10.1 Introduction and Previous Work
159(1)
10.2 Algorithm
159(15)
10.3 Conclusion and Future Work
174(3)
Bibliography
175(2)
11 GPU Terrain Subdivision and Tessellation
177(18)
Benjamin Mistal
11.1 Introduction
177(1)
11.2 The Algorithm
178(13)
11.3 Results
191(1)
11.4 Conclusions
192(3)
Bibliography
194(1)
12 Introducing the Programmable Vertex Pulling Rendering Pipeline
195(18)
Christophe Riccio
Sean Lilley
12.1 Introduction
195(1)
12.2 Draw Submission Limitations and Objectives
196(1)
12.3 Evaluating Draw Call CPU Overhead and the GPU Draw Submission Limitation
197(5)
12.4 Programmable Vertex Pulling
202(6)
12.5 Side Effects of the Software Design
208(1)
12.6 Future Work
209(1)
12.7 Conclusion
210(3)
Bibliography
211(2)
13 A WebGL Globe Rendering Pipeline
213(10)
Patrick Cozzi
Daniel Bagnell
13.1 Introduction
213(1)
13.2 Rendering Pipeline Overview
213(1)
13.3 Filling Cracks in Screen Space
214(2)
13.4 Filling Poles in Screen Space
216(2)
13.5 Overlaying Vector Data
218(3)
13.6 Conclusion
221(1)
13.7 Acknowledgments
221(2)
Bibliography
222(1)
14 Dynamic GPU Terrain
223(16)
David Pangerl
14.1 Introduction
223(1)
14.2 Overview
224(1)
14.3 Terrain Data
224(1)
14.4 Rendering
224(7)
14.5 Dynamic Modification
231(2)
14.6 Physics Synchronization
233(1)
14.7 Problems
233(2)
14.8 Conclusion
235(4)
15 Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation
239(8)
Gustavo Bastos Nunes
Joao Lucas Guberman Raza
15.1 Introduction
239(1)
15.2 Procedural Mesh and the Graphics Pipeline
239(1)
15.3 Hull Shader
240(1)
15.4 Domain Shader
241(2)
15.5 Noise in Procedural Meshes
243(1)
15.6 Performance Optimizations
243(2)
15.7 Conclusion
245(1)
15.8 Acknowledgments
245(2)
Bibliography
245(2)
16 Real-Time Deformation of Subdivision Surfaces on Object Collisions
247(24)
Henry Schafer
Matthias Nießner
Benjamin Keinert
Marc Stamminger
16.1 Introduction
247(2)
16.2 Deformable Surface Representation
249(5)
16.3 Algorithm Overview
254(1)
16.4 Pipeline
255(8)
16.5 Optimizations
263(1)
16.6 Results
264(5)
16.7 Conclusion
269(1)
16.8 Acknowledgments
269(2)
Bibliography
269(2)
17 Realistic Volumetric Explosions in Games
271(12)
Alex Dunn
17.1 Introduction
271(1)
17.2 Rendering Pipeline Overview
272(1)
17.3 Offline/Preprocessing
272(1)
17.4 Runtime
273(3)
17.5 Visual Improvements
276(2)
17.6 Results
278(1)
17.7 Performance
279(3)
17.8 Conclusion
282(1)
17.9 Acknowledgments
282(1)
Bibliography
282(1)
18 Deferred Snow Deformation in Rise of the Tomb Raider
283(14)
Anton Kai Michels
Peter Sikachev
18.1 Introduction
283(1)
18.2 Terminology
284(1)
18.3 Related Work
285(1)
18.4 Snow Deformation: The Basic Approach
286(1)
18.5 Deferred Deformation
287(4)
18.6 Deformation Heightmap
291(2)
18.7 Filling the Trail over Time
293(2)
18.8 Hardware Tessellation and Performance
295(1)
18.9 Future Applications
295(1)
18.10 Acknowledgments
296(1)
Bibliography
296(1)
19 Catmull-Clark Subdivision Surfaces
297(24)
Wade Brainerd
19.1 Introduction
297(3)
19.2 The Call of Duty Method
300(1)
19.3 Regular Patches
300(5)
19.4 Irregular Patches
305(4)
19.5 Filling Cracks
309(5)
19.6 Going Further
314(5)
19.7 Conclusion
319(1)
19.8 Acknowledgments
319(2)
Bibliography
319(2)
About the Contributors 321
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the gaming and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.