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E-raamat: GPU Pro 360 Guide to Mobile Devices

  • Formaat: 308 pages
  • Ilmumisaeg: 03-Sep-2018
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781351137997
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  • Formaat: 308 pages
  • Ilmumisaeg: 03-Sep-2018
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781351137997
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Wolfgang Engels GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 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 Mobile Devices 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 Touchscreen-Based User Interaction
1(10)
Andrea Bizzotto
1.1 Introduction
1(1)
1.2 Motion Estimation
1(3)
1.3 Position Prediction
4(1)
1.4 Application: Controlling a Camera in a Spherical Coordinate System
5(2)
1.5 Algorithm Overview
7(2)
1.6 Conclusion
9(1)
1.7 Acknowledgments
9(2)
2 Optimizing a 3D Ul Engine for Mobile Devices
11(16)
Hyunwoo Ki
2.1 Overview
12(1)
2.2 Optimization Methods
13(11)
2.3 Conclusion
24(3)
Bibliography
24(3)
3 A Shader-Based eBook Renderer
27(14)
Andrea Bizzotto
3.1 Overview
27(1)
3.2 Page-Peeling Effect
28(5)
3.3 Enabling Two Pages Side-by-Side
33(2)
3.4 Improving the Look and Antialiasing Edges
35(1)
3.5 Direction-Aligned Triangle Strip
36(1)
3.6 Performance Optimizations and Power Consumption
37(1)
3.7 Putting it Together
37(1)
3.8 Future Work
38(1)
3.9 Conclusion
38(1)
3.10 Acknowledgments
39(2)
Bibliography
39(2)
4 Post-Processing Effects on Mobile Devices
41(16)
Marco Weber
Peter Quayle
4.1 Overview
41(3)
4.2 Technical Details
44(2)
4.3 Case Study: Bloom
46(2)
4.4 Implementation
48(6)
4.5 Conclusion
54(3)
Bibliography
55(2)
5 Shader-Based Water Effects
57(20)
Joe Davis
Ken Catterall
5.1 Introduction
57(1)
5.2 Techniques
57(11)
5.3 Optimizations
68(7)
5.4 Conclusion
75(2)
Bibliography
75(2)
6 Realistic Real-Time Skin Rendering on Mobile
77(10)
Renaldas Zioma
Ole Ciliox
6.1 Introduction
77(1)
6.2 Overview
77(2)
6.3 Power of Mobile GPU
79(1)
6.4 Implementation
80(4)
6.5 Results
84(1)
6.6 Summary
85(2)
Bibliography
86(1)
7 Deferred Rendering Techniques on Mobile Devices
87(12)
Ashley Vaughan Smith
7.1 Introduction
87(1)
7.2 Review
87(1)
7.3 Overview of Techniques
88(6)
7.4 OpenGL ES Extensions
94(2)
7.5 Conclusion and Future Work
96(3)
Bibliography
96(3)
8 Bandwidth Efficient Graphics with the ARM Mali GPUs
99(14)
Marius Bjørge
8.1 Introduction
99(1)
8.2 Shader Framebuffer Fetch Extensions
99(4)
8.3 Shader Pixel Local Storage
103(4)
8.4 Deferred Shading Example
107(4)
8.5 Conclusion
111(2)
Bibliography
112(1)
9 Efficient Morph Target Animation Using OpenGL ES 3.0
113(8)
James L. Jones
9.1 Introduction
113(1)
9.2 Previous Work
113(1)
9.3 Morph Targets
114(1)
9.4 Implementation
115(4)
9.5 Conclusion
119(1)
9.6 Acknowledgments
119(2)
Bibliography
119(2)
10 Tiled Deferred Blending
121(16)
Ramses Ladlani
10.1 Introduction
121(2)
10.2 Algorithm
123(1)
10.3 Implementation
124(6)
10.4 Optimizations
130(2)
10.5 Results
132(1)
10.6 Conclusion
133(4)
Bibliography
134(3)
11 Adaptive Scalable Texture Compression
137(14)
Stacy Smith
11.1 Introduction
137(1)
11.2 Background
137(1)
11.3 Algorithm
138(2)
11.4 Getting Started
140(1)
11.5 Using ASTC Textures
141(1)
11.6 Quality Settings
142(5)
11.7 Other Color Formats
147(2)
11.8 3D Textures
149(1)
11.9 Summary
149(2)
Bibliography
150(1)
12 Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs
151(32)
Johan Gronqvist
Anton Lokhmotov
12.1 Introduction
151(1)
12.2 Overview of the OpenCL Programming Model
152(1)
12.3 ARM Mali-T600 GPU Series
152(3)
12.4 Optimizing the Sobel Image Filter
155(8)
12.5 Optimizing the General Matrix Multiplication
163(20)
Bibliography
181(2)
13 Hybrid Ray Tracing on a PowerVR GPU
183(18)
Gareth Morgan
13.1 Introduction
183(1)
13.2 Review
183(4)
13.3 Combining Ray Tracing with Rasterization
187(2)
13.4 Hard Shadows
189(1)
13.5 Soft Shadows
190(1)
13.6 Reflections
191(1)
13.7 Transparency
192(2)
13.8 Performance
194(2)
13.9 Results
196(4)
13.10 Conclusion
200(1)
Bibliography
200(1)
14 Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0
201(18)
Daniele Di Donato
14.1 Introduction
201(1)
14.2 GPU-Only Particle System
202(2)
14.3 Physics Simulation
204(7)
14.4 Rendering the Particles
211(5)
14.5 Conclusion
216(3)
Bibliography
217(2)
15 Animated Characters with Shell Fur for Mobile Devices
219(10)
Andrew Girdler
James L. Jones
15.1 Introduction
219(1)
15.2 Overview
219(1)
15.3 Creating a Shell Fur Texture
220(1)
15.4 Bone Batches or Single Pass?
221(1)
15.5 Model Data and Setup
221(2)
15.6 Animation with TF
223(1)
15.7 Instancing for Fur Shells
223(2)
15.8 Lighting and Other Effects
225(2)
15.9 Conclusion
227(2)
Bibliography
227(2)
16 High Dynamic Range Computational Photography on Mobile GPUs
229(36)
Simon McIntosh-Smith
Amir Chohan
Dan Curran
Anton Lokhmotov
16.1 Introduction
229(1)
16.2 Background
230(3)
16.3 Tone-Mapping Operators
233(5)
16.4 Related Work
238(1)
16.5 GPGPU Using OpenCL
239(4)
16.6 OpenGL ES and Android
243(1)
16.7 Implementing an HDR Pipeline Using OpenCL and OpenGL ES
244(9)
16.8 Android Implementation
253(5)
16.9 Performance of Our HDR Effects
258(3)
16.10 Conclusions
261(4)
Bibliography
262(3)
17 Efficient Soft Shadows Based on Static Local Cubemap
265(12)
Sylwester Bala
Roberto Lopez Mendez
17.1 Overview
265(1)
17.2 Introduction
265(1)
17.3 Algorithm Overview
266(1)
17.4 What Is a Local Cubemap?
267(1)
17.5 Creating a Shadow Cubemap
268(1)
17.6 Applying Shadows
269(3)
17.7 Smoothness
272(1)
17.8 Combining the Shadow Technique with Others
273(1)
17.9 Performance and Quality
274(1)
17.10 Future Work
275(1)
17.11 Conclusion
275(2)
Bibliography
276(1)
18 Physically Based Deferred Shading on Mobile
277(12)
Ashley Vaughan Smith
Mathieu Einig
18.1 Introduction
277(1)
18.2 Physically Based Shading
277(3)
18.3 An Efficient Physically Based Deferred Renderer
280(5)
18.4 Experiments
285(1)
18.5 Conclusion and Future Work
285(4)
Bibliography
288(1)
Contributors 289
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.