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GPU pro 5 : advanced rendering techniques

Author: Wolfgang Engel
Publisher: Boca Raton, Florida ; London [England] : CRC Press, 2014. ©2014
Edition/Format:   eBook : Document : EnglishView all editions and formats
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Genre/Form: Electronic books
Additional Physical Format: Reproduction of (manifestation):
GPU Pro 5.
Boca Raton, FL : CRC Press, Taylor & Francis Group, [2014]
(DLC) 2013051318
(OCoLC)871199816
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Wolfgang Engel
ISBN: 9781482208641 1482208644 9781306860277 130686027X 1482208636 9781482208634
OCLC Number: 880460475
Description: 1 online resource (xvii, 503 pages)
Contents: Rendering Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus, and Anass LasramReducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek Particle-Based Simulation of Material Aging Tobias Gunther, Kai Rohmer, and Thorsten GroschSimple Rasterization-Based Liquids Martin Guay Lighting and Shading Physically Based Area Lights Micha Drobot High Performance Outdoor Light Scattering using Epipolar Sampling Egor YusovVolumetric Light Effects in Killzone Shadow Fall Nathan Vos Hi-Z Screen-Space Cone-Traced Reflections Yasin Uludag TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason LacroixWire Anti-Aliasing Emil Persson Image Space Screen Space Grass David Pangerl Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists Joao Raza and Gustavo NunesBokeh Effects on the SPU Serge BernierMobile Devices Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith Bandwidth Efficient Graphics with ARM (R) Mali. GPUs Marius Bjorge Efficient Morph Target Animation using OpenGL ES 3.0 James Lewis JonesTiled Deferred Blending Ramses LadlaniAdaptive Scalable Texture Compression Stacy SmithOptimizing OpenCL. Kernels for the ARM (R) Mali.-T600 GPUs Johan Gronqvist and Anton Lokhmotov3D Engine Design Quaternions Revisited Peter Sikachev, Vladimir Egorov, and Sergey MakeevglTF: Designing an Open-Standard Runtime Asset Format Fabrice Robinet, Remi Arnaud, Tony Parisi, and Patrick Cozzi Managing Transformations in Hierarchy Bartosz Chodorowski and Wojciech Sterna Compute Hair Simulation in TressFX Dongsoo Han Object-Order Ray Tracing for Fully Dynamic Scenes Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher Quadtrees on the GPU Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Takahiro Harada Non-Separable 2D, 3D, and 4D Filtering with CUDA Anders Eklund and Paul Dufort
Responsibility: edited by Wolfgang Engel.

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