498 Pages
    by A K Peters/CRC Press

    This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

    Source code and other materials are available for download on the book's CRC Press web page.

    GEOMETRY MANIPULATION, Wolfgang Engel, editor
    Terrain and Ocean Rendering with Hardware Tessellation, Xavier Bonaventura
    DirectX 11 Graphics Pipeline
    Definition of Geometry
    Vertex Position, Vertex Normal, and Texture Coordinates
    Tessellation Correction Depending on the Camera Angle
    Conclusions
    Bibliography 

    Practical and Realistic Facial Wrinkles Animation, Jorge Jimenez, Jose I. Echevarria, Christopher Oat, and Diego Gutierrez
    Background
    Our Algorithm
    Results
    Discussion
    Conclusion
    Acknowledgments
    Bibliography

    Procedural Content Generation on the GPU 29, Aleksander Netzel and Pawel Rohleder
    Abstract
    Introduction
    Terrain Generation and Rendering 
    Environmental Effects
    Putting It All Together
    Conclusions and Future Work
    Bibliography

    RENDERING, Christopher Oat, editor
    Pre-Integrated Skin Shading, Eric Penner and George Borshukov
    Introduction
    Background and Previous Work
    Pre-Integrating the Effects of Scattering
    Scattering and Difuse Light
    Scattering and Normal Maps
    Shadow Scattering
    Conclusion and Future Work
    Appendix A: Lookup Textures
    Appendix B: Simpli ed Skin Shader
    Bibliography

    Implementing Fur Using Deferred Shading, Donald Revie
    Deferred Rendering .
    Fur
    Techniques 
    Fur Implementation Details
    Conclusion
    Acknowledgments
    Bibliography

    Large-Scale Terrain Rendering for Outdoor Games, Ferenc Pintér
    Introduction
    Content Creation and Editing
    Runtime Shading
    Performance
    Possible Extensions 
    Acknowledgments
    Bibliography

    Practical Morphological Antialiasing, Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez
    Overview
    Detecting Edges
    Obtaining Blending Weights
    Blending with the Four-Neighborhood
    Results
    Discussion
    Conclusion
    Acknowledgments
    Bibliography

    Volume Decals, Emil Persson
    Introduction
    Decals as Volumes
    Conclusions
    Bibliography

    GLOBAL ILLUMINATION EFFECTS, Carsten Dachsbacher, editor
    Temporal Screen-Space Ambient Occlusion, Oliver Mattausch, Daniel Scherzer, and Michael Wimmer
    Introduction .
    Ambient Occlusion
    Reverse Reprojection
    Our Algorithm
    SSAO Implementation
    Results
    Discussion and Limitations
    Conclusions
    Bibliography .

    Level-of-Detail and Streaming Optimized Irradiance Normal Mapping, Ralf Habel, Anders Nilsson, and Michael Wimmer
    Introduction
    Calculating Directional Irradiance
    H-Basis
    Implementation
    Results 
    Conclusion
    Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase
    Bibliography

    Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing, Holger Gruen
    Overview 
    Introduction
    Phase 1: Computing Indirect Illumination without Indirect Shadows
    Phase 2: Constructing a 3D Grid of Blockers
    Phase 3: Computing the Blocked Portion of Indirect Light
    Future Work
    Bibliography

    Real-Time Approximation of Light Transport in Translucent Homogenous Media, Colin Barré-Brisebois and Marc Bouchard
    Introduction 
    In Search of Translucency
    The Technique: The Way Out is Through
    Performance
    Discussion
    Conclusion
    Demo
    Acknowledgments
    Bibliography

    Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes, Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher
    Introduction
    Overview
    Algorithm Detail Description
    Injection Stage
    Optimizations
    Results
    Conclusion
    Acknowledgments
    Bibliography 

    SHADOWS, Wolfgang Engel, editor
    Variance Shadow Maps Light-Bleeding Reduction Tricks, Wojciech Sterna
    Introduction
    VSM Overview
    Light-Bleeding
    Solutions to the Problem.
    Sample Application
    Conclusion
    Bibliography

    Fast Soft Shadows via Adaptive Shadow Maps, Pavlo Turchyn
    Percentage-Closer Filtering with Large Kernels
    Application to Adaptive Shadow Maps
    Soft Shadows with Variable Penumbra Size
    Results
    Bibliography

    Adaptive Volumetric Shadow Maps, Marco Salvi, Kiril Vidim□ce, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr
    Introduction and Previous Approaches
    Algorithm and Implementation .
    Comparisons
    Conclusions and Future Work
    Acknowledgments
    Bibliography

    Fast Soft Shadows with Temporal Coherence, Daniel Scherzer, Michael Schwarzler and Oliver Mattausch
    Introduction
    Algorithm
    Comparison and Results
    Bibliography

    Mipmapped Screen-Space Soft Shadows, Alberto Aguado and Eugenia Montiel
    Introduction and Previous Work
    Penumbra Width
    Screen-Space Filter
    Filtering Shadows 
    Mipmap Level Selection
    Multiple Occlusions
    Discussion
    Bibliography

    HANDHELD DEVICES, Kristof Beets, editor
    A Shader-Based eBook Renderer, Andrea Bizzotto
    Overview
    Page-Peeling Effect
    Enabling Two Pages Side-by-Side
    Improving the Look and Antialiasing Edges
    Direction-Aligned Triangle Strip
    Performance Optimizations and Power Consumption
    Putting it Together
    Future Work
    Conclusion
    Acknowledgments
    Bibliography

    Post-Processing Effects on Mobile Devices, Marco Weber and Peter Quayle
    Overview
    Technical Details
    Case Study: Bloom
    Implementation
    Conclusion
    Bibliography

    Shader-Based Water Effects, Joe Davis and Ken Catterall
    Introduction
    Techniques
    Optimizations
    Conclusion
    Bibliography

    3D ENGINE DESIGN, Wessam Bahnassi, editor
    Practical, Dynamic Visibility for Games, Stephen Hill and Daniel Collin
    Introduction
    Surveying the Field
    Query Quandaries
    Wish List
    Conviction Solution
    Battlefield Solution
    Future Development
    Conclusion
    Acknowledgments
    Bibliography

    Shader Amortization using Pixel Quad Message Passing, Eric Penner
    Introduction
    Background and Related Work
    Pixel Derivatives and Pixel Quads
    Pixel Quad Message Passing
    PQA Initialization
    Limitations of PQA
    Cross Bilateral Sampling
    Convolution and Blurring
    Percentage Closer Filtering
    Discussion
    Appendix A: Hardware Support
    Bibliography

    A Rendering Pipeline for Real-Time Crowds, Benjamín Hernández and Isaac Rudomin
    System Overview
    Populating the Virtual Environment and Behavior
    View-Frustum Culling
    Level of Detail Sorting
    Animation and Draw Instanced
    Results
    Conclusions and Future Work
    Acknowledgments
    Bibliography 

    GPGPU, Sebastien St-Laurent, editor
    2D Distance Field Generation with the GPU, Philip Rideout
    Vocabulary
    Manhattan Grassfire
    Horizontal-Vertical Erosion
    Saito-Toriwaki Scanning with OpenCL
    Signed Distance with Two Color Channels
    Distance Field Applications
    Bibliography

    Order-Independent Transparency using Per-Pixel Linked Lists, Nicolas Thibieroz
    Introduction
    Algorithm Overview
    DirectX 11 Features Requisites
    Head Pointer and Nodes Buers
    Per-Pixel Linked List Creation
    Per-Pixel Linked Lists Traversal
    Multisampling Antialiasing Support
    Optimizations
    Tiling
    Conclusion
    Acknowledgments
    Bibliography

    Simple and Fast Fluids, Martin Guay, Fabrice Colin, and Richard Egli
    Introduction
    Fluid Modeling
    Solver's Algorithm
    Code
    Visualization
    Conclusion
    Bibliography

    A Fast Poisson Solver for OpenCL using Multigrid Methods, Sebastien Noury, Samuel Boivin, and Olivier Le Maître
    Introduction
    Poisson Equation and Finite Volume Method
    Iterative Methods 
    Multigrid Methods (MG) 
    OpenCL Implementation
    Benchmarks
    Discussion
    Bibliography

    Biography

    Wolfgang Engel

    Praise for GPU Pro:
    Any professional programmer in the field will find something of interest in this volume. I’m thrilled to see that this collection is in color—it’s about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn’t go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided.
    —Eric Haines, co-author of Real-Time Rendering, February 2010

    I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!
    —Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010