Muutke küpsiste eelistusi

E-raamat: GPU PRO 360 Guide to GPGPU: Guide to GPGPU [Taylor & Francis e-raamat]

  • Formaat: 380 pages
  • Ilmumisaeg: 26-Nov-2018
  • Kirjastus: CRC Press
  • ISBN-13: 9781351052108
  • Taylor & Francis e-raamat
  • Hind: 203,11 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 290,16 €
  • Säästad 30%
  • Formaat: 380 pages
  • Ilmumisaeg: 26-Nov-2018
  • Kirjastus: CRC Press
  • ISBN-13: 9781351052108
Wolfgang Engels GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU 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 & 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 rapidly evolving field of real-time rendering





Takes practical approach that helps graphics programmers solve their daily challenges
Introduction xi
Web Materials xv
1 2D Distance Field Generation with the GPU
1(22)
Philip Rideout
1.1 Vocabulary
2(2)
1.2 Manhattan Grassfire
4(2)
1.3 Horizontal-Vertical Erosion
6(2)
1.4 Saito-Toriwaki Scanning with OpenCL
8(8)
1.5 Signed Distance with Two Color Channels
16(2)
1.6 Distance Field Applications
18(5)
Bibliography
21(2)
2 Order-Independent Transparency Using Per-Pixel Linked Lists
23(24)
Nicolas Thibieroz
2.1 Introduction
23(1)
2.2 Algorithm Overview
23(1)
2.3 DirectX 11 Features Requisites
24(1)
2.4 Head Pointer and Nodes Buffers
25(2)
2.5 Per-Pixel Linked List Creation
27(3)
2.6 Per-Pixel Linked Lists Traversal
30(5)
2.7 Multisampling Antialiasing Support
35(4)
2.8 Optimizations
39(2)
2.9 Tiling
41(3)
2.10 Conclusion
44(1)
2.11 Acknowledgments
45(2)
Bibliography
45(2)
3 Simple and Fast Fluids
47(12)
Martin Guay
Fabrice Colin
Richard Egli
3.1 Introduction
47(1)
3.2 Fluid Modeling
48(2)
3.3 Solver's Algorithm
50(4)
3.4 Code
54(1)
3.5 Visualization
55(1)
3.6 Conclusion
56(3)
Bibliography
58(1)
4 A Fast Poisson Solver for OpenCL Using Multigrid Methods
59(28)
Sebastien Noury
Samuel Boivin
Olivier Le Maitre
4.1 Introduction
59(1)
4.2 Poisson Equation and Finite Volume Method
60(5)
4.3 Iterative Methods
65(6)
4.4 Multigrid Methods (MG)
71(3)
4.5 OpenCL Implementation
74(8)
4.6 Benchmarks
82(2)
4.7 Discussion
84(3)
Bibliography
84(3)
5 Volumetric Transparency with Per-Pixel Fragment Lists
87(14)
Laszlo Szecsi
Pal Barta
Balizs Kovacs
5.1 Introduction
87(1)
5.2 Light Transport Model
88(1)
5.3 Ray Decomposition
89(2)
5.4 Finding Intersections with Ray Casting
91(3)
5.5 Application for Particle System Rendering
94(1)
5.6 Finding Intersections with Rasterization
95(2)
5.7 Adding Surface Reflection
97(1)
5.8 Shadow Volumes
97(1)
5.9 Conclusion
98(3)
Bibliography
99(2)
6 Practical Binary Surface and Solid Voxelization with Direct3D 11
101(16)
Michael Schwarz
6.1 Introduction
101(1)
6.2 Rasterization-Based Surface Voxelization
102(4)
6.3 Rasterization-Based Solid Voxelization
106(2)
6.4 Conservative Surface Voxelization with DirectCompute
108(5)
6.5 Solid Voxelization with DirectCompute
113(2)
6.6 Conclusion
115(2)
Bibliography
116(1)
7 Interactive Ray Tracing Using the Compute Shader in DirectX 11
117(24)
Arturo Garcia
Francisco Avila
Sergio Murguia
Leo Reyes
7.1 Introduction
117(1)
7.2 Ray Tracing
118(3)
7.3 Our Implementation
121(4)
7.4 Primary Rays Stage
125(2)
7.5 Intersection Stage
127(4)
7.6 Color Stage
131(4)
7.7 Multipass Approach
135(1)
7.8 Results and Discussion
135(2)
7.9 Optimization
137(1)
7.10 Conclusion
138(1)
7.11 Further Work
138(1)
7.12 Acknowledgments
139(2)
Bibliography
140(1)
8 Bit-Trail Traversal for Stackless LBVH on DirectCompute
141(18)
Sergio Murguia
Francisco Avila
Leo Reyes
Arturo Garcia
8.1 Introduction
141(1)
8.2 Ray Tracing Rendering
142(1)
8.3 Global Illumination
142(2)
8.4 Stackless LBVH
144(9)
8.5 The SLBVH in Action
153(3)
8.6 Conclusion
156(1)
8.7 Acknowledgments
157(2)
Bibliography
157(2)
9 Real-Time JPEG Compression Using DirectCompute
159(20)
Stefan Petersson
9.1 Introduction
159(5)
9.2 Implementation
164(10)
9.3 Performance
174(3)
9.4 Conclusion
177(1)
9.5 Acknowledgments
177(2)
Bibliography
177(2)
10 Hair Simulation in TressFX
179(12)
Dongsoo Han
10.1 Introduction
179(1)
10.2 Simulation Overview
180(1)
10.3 Definitions
181(1)
10.4 Integration
182(1)
10.5 Constraints
182(2)
10.6 Wind and Collision
184(1)
10.7 Authoring Hair Asset
185(1)
10.8 GPU Implementation
186(2)
10.9 Conclusion
188(3)
Bibliography
189(2)
11 Object-Order Ray Tracing for Fully Dynamic Scenes
191(20)
Tobias Zirr
Hauke Rehfeld
Carsten Dachsbacher
11.1 Introduction
191(2)
11.2 Object-Order Ray Tracing Using the Ray Grid
193(1)
11.3 Algorithm
194(2)
11.4 Implementation
196(10)
11.5 Results
206(2)
11.6 Conclusion
208(3)
Bibliography
208(3)
12 Quadtrees on the GPU
211(12)
Jonathan Dupuy
Jean-Claude lehl
Pierre Poulin
12.1 Introduction
211(1)
12.2 Linear Quadtrees
212(3)
12.3 Scalable Grids on the GPU
215(4)
12.4 Discussion
219(2)
12.5 Conclusion
221(2)
Bibliography
221(2)
13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs
223(18)
Takahiro Harada
13.1 Introduction
223(1)
13.2 Rigid Body Simulation
224(2)
13.3 Two-Level Constraint Solver
226(2)
13.4 GPU Implementation
228(3)
13.5 Comparison of Batching Methods
231(2)
13.6 Results and Discussion
233(8)
Bibliography
239(2)
14 Non-separable 2D, 3D, and 4D Filtering with CUDA
241(24)
Anders Eklund
Paul Dufort
14.1 Introduction
241(2)
14.2 Non-separable Filters
243(3)
14.3 Convolution vs. FFT
246(1)
14.4 Previous Work
247(1)
14.5 Non-separable 2D Convolution
247(5)
14.6 Non-separable 3D Convolution
252(1)
14.7 Non-separable 4D Convolution
253(1)
14.8 Non-separable 3D Convolution, Revisited
254(1)
14.9 Performance
255(3)
14.10 Conclusions
258(7)
Bibliography
262(3)
15 Compute-Based Tiled Culling
265(24)
Jason Stewart
15.1 Introduction
265(1)
15.2 Overview
266(1)
15.3 Implementation
267(6)
15.4 Optimization
273(9)
15.5 Unreal Engine 4 Results
282(5)
15.6 Conclusion
287(1)
15.7 Acknowledgments
288(1)
Bibliography
288(1)
16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer
289(16)
Takahiro Harada
16.1 Introduction
289(1)
16.2 Displacement Mapping
289(2)
16.3 Ray Tracing a Scene with Vector Displacement Maps
291(1)
16.4 Ray Tracing a Vector Displacement Patch
291(6)
16.5 Integration into an OpenCL Ray Tracer
297(3)
16.6 Results and Discussion
300(3)
16.7 Conclusion
303(2)
Bibliography
304(1)
17 Smooth Probabilistic Ambient Occlusion for Volume Rendering
305(12)
Thomas Kroes
Dirk Schut
Elmar Eisemann
17.1 Introduction
305(1)
17.2 Smooth Probabilistic Ambient Occlusion
306(5)
17.3 Approximating Ambient Occlusion
311(2)
17.4 Results
313(1)
17.5 Conclusion
313(4)
Bibliography
314(3)
18 Octree Mapping from a Depth Camera
317(18)
Dave Kotfis
Patrick Cozzi
18.1 Overview
317(3)
18.2 Previous Work and Limitations
320(1)
18.3 Octree Scene Representation
321(6)
18.4 Rendering Techniques
327(3)
18.5 Results
330(1)
18.6 Conclusion and Future Work
331(1)
18.7 Acknowledgment
332(3)
Bibliography
332(3)
19 Interactive Sparse Eulerian Fluid
335(24)
Alex Dunn
19.1 Overview
335(1)
19.2 Introduction
335(1)
19.3 GPU Eulerian Fluid Simulation
336(1)
19.4 Simulation Stages
337(4)
19.5 Problems
341(9)
19.6 Latency Resistant Sparse Fluid Simulation
350(1)
19.7 Performance
351(2)
19.8 Sparse Volume Rendering
353(3)
19.9 Results
356(1)
19.10 Conclusion
356(3)
Bibliography
358(1)
About the Contributors 359
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries.  Previously he worked in Rockstar's core technology group as the lead graphics programmer.