GPU Pro 7

Book description

This latest edition of a bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. With contributions from more than 30 experts, it covers the latest developments in graphics programming for games and movies, presents a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming, and explores recent developments in the rapidly evolving field of real-time rendering.

Table of contents

  1. Front Cover
  2. Contents (1/2)
  3. Contents (2/2)
  4. Acknowledgments
  5. Web Materials
  6. I. Geometry Manipulation
    1. 1. Deferred Snow Deformation in Rise of the Tomb Raider (1/3)
    2. 1. Deferred Snow Deformation in Rise of the Tomb Raider (2/3)
    3. 1. Deferred Snow Deformation in Rise of the Tomb Raider (3/3)
    4. 2. Catmull-Clark Subdivision Surfaces (1/5)
    5. 2. Catmull-Clark Subdivision Surfaces (2/5)
    6. 2. Catmull-Clark Subdivision Surfaces (3/5)
    7. 2. Catmull-Clark Subdivision Surfaces (4/5)
    8. 2. Catmull-Clark Subdivision Surfaces (5/5)
  7. II. Lighting
    1. 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 (1/6)
    2. 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 (2/6)
    3. 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 (3/6)
    4. 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 (4/6)
    5. 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 (5/6)
    6. 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 (6/6)
    7. 2. Fine Pruned Tiled Light Lists (1/3)
    8. 2. Fine Pruned Tiled Light Lists (2/3)
    9. 2. Fine Pruned Tiled Light Lists (3/3)
    10. 3. Deferred Attribute Interpolation Shading (1/3)
    11. 3. Deferred Attribute Interpolation Shading (2/3)
    12. 3. Deferred Attribute Interpolation Shading (3/3)
    13. 4. Real-Time Volumetric Cloudscapes (1/7)
    14. 4. Real-Time Volumetric Cloudscapes (2/7)
    15. 4. Real-Time Volumetric Cloudscapes (3/7)
    16. 4. Real-Time Volumetric Cloudscapes (4/7)
    17. 4. Real-Time Volumetric Cloudscapes (5/7)
    18. 4. Real-Time Volumetric Cloudscapes (6/7)
    19. 4. Real-Time Volumetric Cloudscapes (7/7)
  8. III. Rendering
    1. 1. Adaptive Virtual Textures (1/3)
    2. 1. Adaptive Virtual Textures (2/3)
    3. 1. Adaptive Virtual Textures (3/3)
    4. 2. Deferred Coarse Pixel Shading (1/2)
    5. 2. Deferred Coarse Pixel Shading (2/2)
    6. 3. Progressive Rendering Using Multi-frame Sampling (1/4)
    7. 3. Progressive Rendering Using Multi-frame Sampling (2/4)
    8. 3. Progressive Rendering Using Multi-frame Sampling (3/4)
    9. 3. Progressive Rendering Using Multi-frame Sampling (4/4)
  9. IV. Mobile Devices
    1. 1. Efficient Soft Shadows Based on Static Local Cubemap (1/3)
    2. 1. Efficient Soft Shadows Based on Static Local Cubemap (2/3)
    3. 1. Efficient Soft Shadows Based on Static Local Cubemap (3/3)
    4. 2. Physically Based Deferred Shading on Mobile (1/3)
    5. 2. Physically Based Deferred Shading on Mobile (2/3)
    6. 2. Physically Based Deferred Shading on Mobile (3/3)
  10. V. 3D Engine Design
    1. 1. Interactive Cinematic Particles (1/4)
    2. 1. Interactive Cinematic Particles (2/4)
    3. 1. Interactive Cinematic Particles (3/4)
    4. 1. Interactive Cinematic Particles (4/4)
    5. 2. Real-Time BC6H Compression on GPU (1/3)
    6. 2. Real-Time BC6H Compression on GPU (2/3)
    7. 2. Real-Time BC6H Compression on GPU (3/3)
    8. 3. A 3D Visualization Tool Used for Test Automation in the Forza Series (1/3)
    9. 3. A 3D Visualization Tool Used for Test Automation in the Forza Series (2/3)
    10. 3. A 3D Visualization Tool Used for Test Automation in the Forza Series (3/3)
    11. 4. Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs (1/2)
    12. 4. Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs (2/2)
  11. VI. Compute
    1. 1. Octree Mapping from a Depth Camera (1/4)
    2. 1. Octree Mapping from a Depth Camera (2/4)
    3. 1. Octree Mapping from a Depth Camera (3/4)
    4. 1. Octree Mapping from a Depth Camera (4/4)
    5. 2. Interactive Sparse Eulerian Fluid (1/5)
    6. 2. Interactive Sparse Eulerian Fluid (2/5)
    7. 2. Interactive Sparse Eulerian Fluid (3/5)
    8. 2. Interactive Sparse Eulerian Fluid (4/5)
    9. 2. Interactive Sparse Eulerian Fluid (5/5)
  12. About the Editors
  13. About the Contributors (1/2)
  14. About the Contributors (2/2)
  15. Back Cover

Product information

  • Title: GPU Pro 7
  • Author(s): Wolfgang Engel
  • Release date: March 2016
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781498742542