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E-raamat: GPU Pro 360 Guide to Lighting

  • Formaat: 510 pages
  • Ilmumisaeg: 07-Dec-2018
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781351201216
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  • Formaat: 510 pages
  • Ilmumisaeg: 07-Dec-2018
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781351201216
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Wolfgang Engels 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
Introduction xiii
Web Materials xix
1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination 1(16)
Chris Wyman
Greg Nichols
Jeremy Shopf
1.1 Introduction
1(1)
1.2 Quick Review: Instant Radiosity
2(1)
1.3 Quick Review: Reflective Shadow Maps
3(1)
1.4 Multiresolution Splatting
4(4)
1.5 Fast Stencil-Based Multiresolution Splatting
8(4)
1.6 Results and Analysis
12(2)
1.7 Conclusion
14(1)
1.8 Demo and Source
14(1)
Bibliography
15(2)
2 Screen-Space Directional Occlusion 17(16)
Thorsten Grosch
Tobias Ritschel
2.1 Introduction
17(1)
2.2 Screen-Space Ambient Occlusion
18(2)
2.3 Screen-Space Directional Occlusion
20(9)
2.4 Interleaved Sampling
29(1)
2.5 Discussion
30(1)
2.6 Conclusion
31(1)
Bibliography
31(2)
3 Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors 33(14)
Peter Dancsik
Lazlo Szecsi
3.1 Introduction
33(1)
3.2 Geometry Impostors
34(2)
3.3 Intersection Computation with an Environment Distance Impostor
36(2)
3.4 Ray-Object Intersection Using Distance Impostors
38(1)
3.5 Ray-Object Intersection Using Height Maps
38(2)
3.6 Tracing Multiple Refractions within a Single Object
40(1)
3.7 Multiple Ray Bounces with Object Impostors Only
40(1)
3.8 Multiple Ray Bounces with Environment Distance Impostors Only
40(1)
3.9 Combination of Environment and Object Impostors
41(1)
3.10 Caustics and Shadows
42(1)
3.11 Example Application: Glass Chess
43(1)
3.12 Example Application: Alien Pool
44(1)
3.13 Conclusion
45(1)
Bibliography
45(2)
4 Temporal Screen-Space Ambient Occlusion 47(20)
Oliver Mattausch
Daniel Scherzer
Michael Wimmer
4.1 Introduction
47(1)
4.2 Ambient Occlusion
48(2)
4.3 Reverse Reprojection
50(1)
4.4 Our Algorithm
51(7)
4.5 SSAO Implementation
58(3)
4.6 Results
61(3)
4.7 Discussion and Limitations
64(1)
4.8 Conclusions
64(1)
Bibliography
65(2)
5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping 67(16)
Ralf Habel
Anders Nilsson
Michael Wimmer
5.1 Introduction
67(1)
5.2 Calculating Directional Irradiance
68(2)
5.3 p1-Basis
70(3)
5.4 Implementation
73(6)
5.5 Results
79(1)
5.6 Conclusion
79(2)
5.7 Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase
81(1)
Bibliography
81(2)
6 Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing 83(14)
Holger Gruen
6.1 Overview
83(1)
6.2 Introduction
83(2)
6.3 Phase 1: Computing Indirect Illumination without Indirect Shadows
85(4)
6.4 Phase 2: Constructing a 3D Grid of Blockers
89(3)
6.5 Phase 3: Computing the Blocked Portion of Indirect Light
92(2)
6.6 Future Work
94(1)
Bibliography
95(2)
7 Real-Time Approximation of Light Transport in Translucent Homogenous Media 97(12)
Colin Barre-Brisebois
Marc Bouchard
7.1 Introduction
97(1)
7.2 In Search of Translucency
98(1)
7.3 The Technique: The Way out Is Through
99(4)
7.4 Performance
103(2)
7.5 Discussion
105(1)
7.6 Conclusion
106(1)
7.7 Demo
107(1)
7.8 Acknowledgments
107(1)
Bibliography
107(2)
8 Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes 109(20)
Anton Kaplanyan
Wolfgang Engel
Carsten Dachsbacher
8.1 Introduction
109(1)
8.2 Overview
110(1)
8.3 Algorithm Detail Description
111(2)
8.4 Injection Stage
113(10)
8.5 Optimizations
123(1)
8.6 Results
124(2)
8.7 Conclusion
126(1)
8.8 Acknowledgments
127(1)
Bibliography
127(2)
9 Ray-Traced Approximate Reflections Using a Grid of Oriented Splats 129(10)
Holger Gruen
9.1 Overview
129(1)
9.2 Introduction
129(1)
9.3 The Basic Algorithm
130(5)
9.4 Results
135(2)
9.5 Future Work
137(1)
Bibliography
138(1)
10 Screen-Space Bent Cones: A Practical Approach 139(18)
Oliver Klehm
Tobias Ritschel
Elmar Eisemann
Hans-Peter Seidel
10.1 Overview
139(1)
10.2 Introduction
139(1)
10.3 Ambient Occlusion
140(3)
10.4 Our Technique
143(4)
10.5 Implementation
147(3)
10.6 Results
150(3)
10.7 Discussion and Conclusion
153(1)
10.8 Acknowledgments
154(1)
Bibliography
154(3)
11 Physically Based Area Lights 157(34)
Michal Drobot
11.1 Overview
157(1)
11.2 Introduction
158(2)
11.3 Area Lighting Model
160(21)
11.4 Implementation
181(2)
11.5 Results Discussion
183(3)
11.6 Further Research
186(1)
11.7 Conclusion
187(2)
Bibliography
189(2)
12 High Performance Outdoor Light Scattering Using Epipolar Sampling 191(26)
Egor Yusov
12.1 Introduction
191(1)
12.2 Previous Work
192(1)
12.3 Algorithm Overview
193(1)
12.4 Light Transport Theory
193(3)
12.5 Computing Scattering Integral
196(2)
12.6 Epipolar Sampling
198(2)
12.7 1D Min/Max Binary Tree Optimization
200(3)
12.8 Implementation
203(6)
12.9 Results and Discussion
209(5)
12.10 Conclusion and Future Work
214(1)
Bibliography
214(3)
13 Hi-Z Screen-Space Cone-Traced Reflections 217(44)
Yasin Uludag
13.1 Overview
217(1)
13.2 Introduction
218(2)
13.3 Previous Work
220(4)
13.4 Algorithm
224(16)
13.5 Implementation
240(7)
13.6 Extensions
247(7)
13.7 Optimizations
254(1)
13.8 Performance
255(1)
13.9 Results
256(1)
13.10 Conclusion
256(1)
13.11 Future Work
257(1)
13.12 Acknowledgments
258(1)
Bibliography
258(3)
14 TressFX: Advanced Real-Time Hair Rendering 261(18)
Timothy Martin
Wolfgang Engel
Nicolas Thibieroz
Jason Yang
Jason Lacroix
14.1 Introduction
261(1)
14.2 Geometry Expansion
262(2)
14.3 Lighting
264(2)
14.4 Shadows and Approximated Hair Self-Shadowing
266(2)
14.5 Antialiasing
268(1)
14.6 Transparency
269(3)
14.7 Integration Specifics
272(2)
14.8 Conclusion
274(2)
Bibliography
276(3)
15 Wire Antialiasing 279(8)
Emil Persson
15.1 Introduction
279(1)
15.2 Algorithm
280(5)
15.3 Conclusion and Future Work
285(1)
Bibliography
285(2)
16 Real-Time Lighting via Light Linked List 287(12)
Abdul Bezrati
16.1 Introduction
287(1)
16.2 Algorithm
287(3)
16.3 Populating the Light Linked List
290(4)
16.4 Accessing the Light Linked List
294(1)
16.5 Reduced Resolution
295(2)
16.6 Conclusion
297(1)
Bibliography
297(2)
17 Deferred Normalized Irradiance Probes 299(22)
John Huelin
Benjamin Rouveyrol
Bardomiej Wronski
17.1 Introduction
299(3)
17.2 Deferred Normalized Irradiance Probes Algorithm
302(4)
17.3 Tool Side of the Algorithm
306(5)
17.4 Runtime Details of Algorithm
311(5)
17.5 Results and Discussion
316(2)
17.6 Acknowledgments
318(1)
Bibliography
318(3)
18 Volumetric Fog and Lighting 321(26)
Bardomiej Wronski
18.1 Introduction
321(1)
18.2 Overview
322(4)
18.3 Volumetric Fog Algorithm
326(11)
18.4 Results and Discussion
337(6)
18.5 Acknowledgments
343(1)
Bibliography
343(4)
19 Physically Based Light Probe Generation on GPU 347(24)
Ivan Spogreev
19.1 Introduction
347(1)
19.2 Light Probes Theory
348(1)
19.3 Generating Light Probes on the GPU
349(18)
19.4 Conclusion
367(2)
19.5 Acknowledgments
369(1)
Bibliography
369(2)
20 Real-Time Global Illumination Using Slices 371(28)
Hugh Malan
20.1 Introduction
371(1)
20.2 Algorithm Overview
372(1)
20.3 Approximating the Irradiance Due to an Emissive Plane
373(1)
20.4 Building the Image Pyramid
374(9)
20.5 Combining Multiple Slices
383(2)
20.6 Layered Heightfields
385(2)
20.7 Slice Placement
387(6)
20.8 Propagating Irradiance
393(1)
20.9 Results
394(2)
20.10 Conclusion
396(1)
Bibliography
396(3)
21 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 399(26)
Kevin Ortegren
Emil Persson
21.1 Introduction
399(1)
21.2 Conservative Rasterization
400(1)
21.3 Implementation
400(11)
21.4 Shading
411(1)
21.5 Results and Analysis
412(11)
21.6 Conclusion
423(1)
Bibliography
423(2)
22 Fine Pruned Tiled Light Lists 425(14)
Morten S. Mikkelsen
22.1 Overview
425(1)
22.2 Introduction
425(2)
22.3 Our Method
427(2)
22.4 Implementation Details
429(3)
22.5 Engine Integration
432(2)
22.6 Results
434(1)
22.7 Conclusion
435(1)
22.8 Acknowledgments
436(1)
Bibliography
437(2)
23 Deferred Attribute Interpolation Shading 439(14)
Christoph Schied
Carsten Dachsbacher
23.1 Introduction
439(1)
23.2 Algorithm
440(3)
23.3 Implementation
443(7)
23.4 Results
450(1)
23.5 Conclusion
451(1)
Bibliography
452(1)
24 Real-Time Volumetric Cloudscapes 453(32)
Andrew Schneider
24.1 Overview
453(1)
24.2 Introduction
454(1)
24.3 Cloud Modeling
454(12)
24.4 Cloud Lighting
466(9)
24.5 Cloud Rendering
475(6)
24.6 Conclusion and Future Work
481(1)
24.7 Acknowledgments
482(1)
Bibliography
482(3)
About the Contributors 485
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.