1st Edition

GPU Pro 7 Advanced Rendering Techniques

Edited By Wolfgang Engel Copyright 2016
    320 Pages 215 Color Illustrations
    by A K Peters/CRC Press

    The latest edition of this 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.

    Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies.

    The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.

    The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples.

    In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page.

    GEOMETRY MANIPULATION

    Deferred Snow Deformation in Rise of the Tomb Raider
    Anton Kai Michels and Peter Sikachev
    Introduction
    Terminology
    Related Work
    Snow Deformation: The Basic Approach
    Deferred Deformation
    Filling the Trail over Time
    Hardware Tessellation and Performance
    Future Applications
    Acknowledgements
    Bibliography

    Catmull–Clark Subdivision Surfaces
    Wade Brainerd
    Introduction
    The Call of Duty Method
    Regular Patches
    Irregular Patches
    Filling Cracks
    Going Further
    Conclusion
    Acknowledgments
    Bibliography

    LIGHTING

    Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12
    Kevin Örtegren and Emil Persson
    Introduction
    Conservative Rasterization
    Implementation
    Shading
    Results and Analysis
    Conclusion
    Bibliography

    Fine Pruned Tiled Light Lists
    Morten S. Mikkelsen
    Overview
    Introduction
    Our Method
    Implementation Details
    Engine Integration
    Results
    Conclusion
    Acknowledgments
    Bibliography

    Deferred Attribute Interpolation Shading
    Christoph Schied and Carsten Dachsbacher
    Introduction
    Algorithm
    Implementation
    Results
    Conclusion
    Bibliography

    Real-Time Volumetric Cloudscapes
    Andrew Schneider
    Overview
    Introduction
    Cloud Modeling
    Cloud Lighting
    Cloud Rendering
    Conclusion and Future Work
    Acknowledgments
    Bibliography

    RENDERING

    Adaptive Virtual Textures
    Ka Chen
    Introduction
    Procedural Virtual Textures Basics
    Adaptive Virtual Textures
    Virtual Texture Best Practices
    Conclusion
    Bibliography

    Deferred Coarse Pixel Shading
    Rahul P. Sathe and Tomasz Janczak
    Overview
    Introduction and Background
    Algorithm
    Performance
    Conclusion
    Bibliography

    Progressive Rendering Using Multi-Frame Sampling
    Daniel Limberger, Karsten Tausche, Johannes Linke, and Jürgen Döllner
    Introduction
    Approach
    Multi-Frame Rendering Techniques
    Conclusion and Future Work
    Bibliography

    MOBILE DEVICES

    Efficient Soft Shadows Based on Static Local Cubemap
    Sylwester Bala and Roberto Lopez Mendez
    Overview
    Introduction
    Algorithm Overview
    What Is a Local Cubemap?
    Creating a Shadow Cubemap
    Applying Shadows
    Smoothness
    Combining the Shadow Technique with Others
    Performance and Quality
    Future Work
    Conclusion
    Bibliography

    Physically Based Deferred Shading on Mobile
    Ashley Vaughan Smith and Mathieu Einig
    Introduction
    Physically Based Shading
    An Efficient Physically Based Deferred Renderer
    Experiments
    Conclusion and Future Work
    Bibliography

    3D ENGINE DESIGN

    Interactive Cinematic Particles
    Homam Bahnassi and Wessam Bahnassi
    Introduction
    Background
    Challenges and Previous Work
    Interactive Cinematic Particles (ICP) System Outline
    Data Authoring Workflow
    Offline Build Process
    Runtime Execution
    Additional Notes
    Conclusion
    Acknowledgment
    Bibliography

    Real-Time BC6H Compression on GPU
    Krzysztof Narkowicz
    Introduction
    BC6H Details
    Compression Algorithm
    Results
    Possible Extensions
    Conclusion
    Acknowledgments
    Bibliography

    A 3D Visualization Tool Used for Test Automation in the Forza Series
    Gustavo Bastos Nunes
    Introduction
    Collision Mesh Issues
    Detecting the Issues
    Visualization
    Navigation
    Workflow
    Conclusion
    Acknowledgments
    Bibliography

    Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs
    Takahiro Harada
    Introduction
    Load Balancing Methods
    Semi-Static Load Balancing
    Results and Discussion
    Acknowledgment
    Bibliography

    COMPUTE

    Octree Mapping from a Depth Camera
    Dave Kotfis and Patrick Cozzi
    Overview
    Previous Work and Limitations
    Octree Scene Representation
    Rendering Techniques
    Results
    Conclusion and Future Work
    Acknowledgment
    Bibliography

    Interactive Sparse Eulerian Fluid
    Alex Dunn
    Overview
    Introduction
    GPU Eulerian Fluid Simulation
    Simulation Stages
    Problems
    Latency Resistant Sparse Fluid Simulation
    Performance
    Sparse Volume Rendering
    Results
    Conclusion
    Bibliography

    Biography

    Wolfgang Engel is the CEO of Confetti Special Effects, a think tank for advanced real-time graphics for the games and movie industries in Encinitas, California. He previously worked in Rockstar's core technology group as the lead graphics programmer. He has edited books on several subjects, including ShaderX and GPU Pro. He also speaks on graphics programming at conferences worldwide. He is an MVP DirectX since July 2006 and is active on several advisory boards in the industry.