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GPU Pro 360 Guide to Geometry Manipulation

Author: Wolfgang Engel
Publisher: Boca Raton, FL : CRC Press, [2018]
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
"Wolfgang Engels GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro  Read more...
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Genre/Form: Electronic books
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Wolfgang Engel
ISBN: 9780203705179 0203705173 9781351339520 1351339524
OCLC Number: 1029481455
Description: 1 online resource : text file, PDF
Contents: Cover; Half Title; Title; Copyrights; Contents; Introduction; Web Materials; Chapter 1. As Simple as Possible Tessellation for Interactive Applications; 1.1 Basic Phong Tessellation Operator; 1.2 Extension to Quads; 1.3 Results and Discussion; Bibliography; Chapter 2. Rule-Based Geometry Synthesis in Real-Time; 2.1 Introduction; 2.2 Building Up the Scene with Procedures; 2.3 L-systems and the PGI; 2.4 Model Details and Implementation; 2.5 Interaction with the Procedural Scene; 2.6 Results; 2.7 Conclusion; Bibliography; Chapter 3. GPU-Based NURBS Geometry Evaluation and Rendering. 3.1 A Bit of NURBS Background3.2 Related Work; 3.3 NURBS Surface and Curve Evaluation; 3.4 Trimmed NURBS Surface Evaluation; 3.5 Results and Conclusion; Bibliography; Chapter 4. Polygonal-Functional Hybrids for Computer Animation and Games; 4.1 Introduction; 4.2 Background; 4.3 Working with FRep Models Using the GPU; 4.4 Applications; 4.5 Tools; 4.6 Limitations; 4.7 Conclusion; 4.8 Source Code; Bibliography; Chapter 5. Terrain and Ocean Rendering with Hardware Tessellation; 5.1 DirectX 11 Graphics Pipeline; 5.2 De nition of Geometry. 5.3 Vertex Position, Vertex Normal, and Texture Coordinates5.4 Tessellation Correction Depending on the Camera Angle; 5.5 Conclusions; Bibliography; Chapter 6. Practical and Realistic Facial Wrinkles Animation; 6.1 Background; 6.2 Our Algorithm; 6.3 Results; 6.4 Discussion; 6.5 Conclusion; 6.6 Acknowledgments; Bibliography; Chapter 7. Procedural Content Generation on the GPU; 7.1 Abstract; 7.2 Introduction; 7.3 Terrain Generation and Rendering; 7.4 Environmental E ects; 7.5 Putting It All Together; 7.6 Conclusions and Future Work; Bibliography; Chapter 8. Vertex Shader Tessellation. 8.1 Overview8.2 Introduction; 8.3 The Basic Vertex Shader Tessellation Algorithm; 8.4 Per-Edge Fractional Tessellation Factors; 8.5 Conclusion; Bibliography; Chapter 9. Optimized Stadium Crowd Rendering; 9.1 Introduction; 9.2 Overview; 9.3 Content Pipeline; 9.4 Rendering; 9.5 Further Optimizations; 9.6 Limitations; 9.7 Conclusion; 9.8 Acknowledgments; Bibliography; Chapter 10. Geometric Antialiasing Methods; 10.1 Introduction and Previous Work; 10.2 Algorithm; 10.3 Conclusion and Future Work; Bibliography; Chapter 11. GPU Terrain Subdivision and Tessellation; 11.1 Introduction. 11.2 The Algorithm11.3 Results; 11.4 Conclusions; Bibliography; Chapter 12. Introducing the Programmable Vertex Pulling Rendering Pipeline; 12.1 Introduction; 12.2 Draw Submission Limitations and Objectives; 12.3 Evaluating Draw Call CPU Overhead and the GPU Draw Submission Limitation; 12.4 Programmable Vertex Pulling; 12.5 Side E ects of the Software Design; 12.6 Future Work; 12.7 Conclusion; Bibliography; Chapter 13. A WebGL Globe Rendering Pipeline; 13.1 Introduction; 13.2 Rendering Pipeline Overview; 13.3 Filling Cracks in Screen Space; 13.4 Filling Poles in Screen Space.
Responsibility: edited by Wolfgang Engel.

Abstract:

"Wolfgang Engels GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise."--Provided by publisher.

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