Introduction |
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Web Materials |
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1 2D Distance Field Generation with the GPU |
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1 | (22) |
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2 | (2) |
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4 | (2) |
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1.3 Horizontal-Vertical Erosion |
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6 | (2) |
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1.4 Saito-Toriwaki Scanning with OpenCL |
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8 | (8) |
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1.5 Signed Distance with Two Color Channels |
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16 | (2) |
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1.6 Distance Field Applications |
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18 | (5) |
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21 | (2) |
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2 Order-Independent Transparency Using Per-Pixel Linked Lists |
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23 | (24) |
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23 | (1) |
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23 | (1) |
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2.3 DirectX 11 Features Requisites |
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24 | (1) |
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2.4 Head Pointer and Nodes Buffers |
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25 | (2) |
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2.5 Per-Pixel Linked List Creation |
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27 | (3) |
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2.6 Per-Pixel Linked Lists Traversal |
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30 | (5) |
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2.7 Multisampling Antialiasing Support |
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35 | (4) |
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39 | (2) |
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41 | (3) |
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44 | (1) |
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45 | (2) |
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45 | (2) |
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47 | (12) |
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47 | (1) |
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48 | (2) |
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50 | (4) |
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54 | (1) |
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55 | (1) |
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56 | (3) |
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58 | (1) |
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4 A Fast Poisson Solver for OpenCL Using Multigrid Methods |
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59 | (28) |
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59 | (1) |
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4.2 Poisson Equation and Finite Volume Method |
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60 | (5) |
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65 | (6) |
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4.4 Multigrid Methods (MG) |
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71 | (3) |
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4.5 OpenCL Implementation |
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74 | (8) |
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82 | (2) |
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84 | (3) |
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84 | (3) |
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5 Volumetric Transparency with Per-Pixel Fragment Lists |
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87 | (14) |
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87 | (1) |
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5.2 Light Transport Model |
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88 | (1) |
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89 | (2) |
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5.4 Finding Intersections with Ray Casting |
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91 | (3) |
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5.5 Application for Particle System Rendering |
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94 | (1) |
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5.6 Finding Intersections with Rasterization |
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95 | (2) |
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5.7 Adding Surface Reflection |
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97 | (1) |
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97 | (1) |
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98 | (3) |
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99 | (2) |
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6 Practical Binary Surface and Solid Voxelization with Direct3D 11 |
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101 | (16) |
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101 | (1) |
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6.2 Rasterization-Based Surface Voxelization |
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102 | (4) |
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6.3 Rasterization-Based Solid Voxelization |
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106 | (2) |
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6.4 Conservative Surface Voxelization with DirectCompute |
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108 | (5) |
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6.5 Solid Voxelization with DirectCompute |
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113 | (2) |
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115 | (2) |
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116 | (1) |
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7 Interactive Ray Tracing Using the Compute Shader in DirectX 11 |
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117 | (24) |
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117 | (1) |
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118 | (3) |
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121 | (4) |
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125 | (2) |
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127 | (4) |
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131 | (4) |
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135 | (1) |
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7.8 Results and Discussion |
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135 | (2) |
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137 | (1) |
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138 | (1) |
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138 | (1) |
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139 | (2) |
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140 | (1) |
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8 Bit-Trail Traversal for Stackless LBVH on DirectCompute |
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141 | (18) |
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141 | (1) |
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8.2 Ray Tracing Rendering |
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142 | (1) |
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142 | (2) |
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144 | (9) |
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153 | (3) |
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156 | (1) |
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157 | (2) |
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157 | (2) |
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9 Real-Time JPEG Compression Using DirectCompute |
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159 | (20) |
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159 | (5) |
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164 | (10) |
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174 | (3) |
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177 | (1) |
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177 | (2) |
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177 | (2) |
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10 Hair Simulation in TressFX |
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179 | (12) |
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179 | (1) |
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180 | (1) |
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181 | (1) |
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182 | (1) |
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182 | (2) |
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184 | (1) |
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10.7 Authoring Hair Asset |
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185 | (1) |
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186 | (2) |
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188 | (3) |
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189 | (2) |
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11 Object-Order Ray Tracing for Fully Dynamic Scenes |
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191 | (20) |
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191 | (2) |
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11.2 Object-Order Ray Tracing Using the Ray Grid |
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193 | (1) |
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194 | (2) |
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196 | (10) |
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206 | (2) |
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208 | (3) |
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208 | (3) |
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211 | (12) |
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211 | (1) |
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212 | (3) |
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12.3 Scalable Grids on the GPU |
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215 | (4) |
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219 | (2) |
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221 | (2) |
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221 | (2) |
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13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs |
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223 | (18) |
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223 | (1) |
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13.2 Rigid Body Simulation |
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224 | (2) |
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13.3 Two-Level Constraint Solver |
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226 | (2) |
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228 | (3) |
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13.5 Comparison of Batching Methods |
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231 | (2) |
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13.6 Results and Discussion |
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233 | (8) |
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239 | (2) |
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14 Non-separable 2D, 3D, and 4D Filtering with CUDA |
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241 | (24) |
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241 | (2) |
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14.2 Non-separable Filters |
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243 | (3) |
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246 | (1) |
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247 | (1) |
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14.5 Non-separable 2D Convolution |
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247 | (5) |
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14.6 Non-separable 3D Convolution |
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252 | (1) |
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14.7 Non-separable 4D Convolution |
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253 | (1) |
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14.8 Non-separable 3D Convolution, Revisited |
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254 | (1) |
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255 | (3) |
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258 | (7) |
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262 | (3) |
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15 Compute-Based Tiled Culling |
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265 | (24) |
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265 | (1) |
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266 | (1) |
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267 | (6) |
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273 | (9) |
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15.5 Unreal Engine 4 Results |
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282 | (5) |
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287 | (1) |
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288 | (1) |
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288 | (1) |
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16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer |
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289 | (16) |
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289 | (1) |
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16.2 Displacement Mapping |
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289 | (2) |
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16.3 Ray Tracing a Scene with Vector Displacement Maps |
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291 | (1) |
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16.4 Ray Tracing a Vector Displacement Patch |
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291 | (6) |
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16.5 Integration into an OpenCL Ray Tracer |
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297 | (3) |
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16.6 Results and Discussion |
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300 | (3) |
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303 | (2) |
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304 | (1) |
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17 Smooth Probabilistic Ambient Occlusion for Volume Rendering |
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305 | (12) |
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305 | (1) |
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17.2 Smooth Probabilistic Ambient Occlusion |
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306 | (5) |
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17.3 Approximating Ambient Occlusion |
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311 | (2) |
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313 | (1) |
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313 | (4) |
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314 | (3) |
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18 Octree Mapping from a Depth Camera |
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317 | (18) |
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317 | (3) |
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18.2 Previous Work and Limitations |
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320 | (1) |
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18.3 Octree Scene Representation |
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321 | (6) |
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18.4 Rendering Techniques |
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327 | (3) |
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330 | (1) |
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18.6 Conclusion and Future Work |
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331 | (1) |
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332 | (3) |
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332 | (3) |
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19 Interactive Sparse Eulerian Fluid |
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335 | (24) |
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335 | (1) |
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335 | (1) |
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19.3 GPU Eulerian Fluid Simulation |
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336 | (1) |
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337 | (4) |
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341 | (9) |
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19.6 Latency Resistant Sparse Fluid Simulation |
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350 | (1) |
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351 | (2) |
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19.8 Sparse Volume Rendering |
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353 | (3) |
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356 | (1) |
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356 | (3) |
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358 | (1) |
About the Contributors |
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359 | |