GPU Pro 5: Advanced Rendering Techniques

1st Edition

Wolfgang Engel

A K Peters/CRC Press
Published May 20, 2014
Reference - 522 Pages - 234 Color Illustrations
ISBN 9781482208634 - CAT# K21596

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  • Covers the latest developments in game and movie rendering
  • Presents research and practical insight from experts in the game and movie industry
  • Offers both new and time-tested tips and tricks for creating interesting geometry, realistic shading, and real-time global illumination
  • Explains how to optimize 3D engines and take advantage of the advanced power of GPGPU
  • Addresses specific challenges involved in creating games on various platforms
  • Provides example programs with source code on the book’s CRC Press web page


In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. 

Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods.

In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.


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