GPU Pro: advanced rendering techniques
Gespeichert in:
Format: | Buch |
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Sprache: | English |
Veröffentlicht: |
Natick, Mass.
Peters
2010
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXIII, 715 S. Ill., graph. Darst. |
ISBN: | 9781568814728 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
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001 | BV036545770 | ||
003 | DE-604 | ||
005 | 20160418 | ||
007 | t | ||
008 | 100702s2010 ad|| |||| 00||| eng d | ||
020 | |a 9781568814728 |9 978-1-56881-472-8 | ||
035 | |a (OCoLC)699934137 | ||
035 | |a (DE-599)BVBBV036545770 | ||
040 | |a DE-604 |b ger |e rakwb | ||
041 | 0 | |a eng | |
049 | |a DE-M347 |a DE-91G |a DE-523 |a DE-859 | ||
084 | |a ST 320 |0 (DE-625)143657: |2 rvk | ||
084 | |a DAT 750f |2 stub | ||
245 | 1 | 0 | |a GPU Pro |b advanced rendering techniques |c ed. by Wolfgang Engel |
264 | 1 | |a Natick, Mass. |b Peters |c 2010 | |
300 | |a XXIII, 715 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 0 | 7 | |a Rendering |0 (DE-588)4219666-8 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Rendering |0 (DE-588)4219666-8 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a Engel, Wolfgang F. |e Sonstige |0 (DE-588)1048552497 |4 oth | |
856 | 4 | 2 | |m OEBV Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020467460&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-020467460 |
Datensatz im Suchindex
_version_ | 1804143115541413888 |
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adam_text | IMAGE 1
CONTENTS
ACKNOWLEDGMENTS XXI
WEB MATERIALS XXIII
MATHEMATICS 1
SAM MARTIN, EDITOR
1 GPU COLOR QUANTIZATION 3
CHI SING LEUNG. TZE-YUI HO, AND YI XIAO
1.1 INTRODUCTION .. 3
1.2 THE SELF-ORGANIZING MAP 4
1.3 COLOR QUANTIZATION WIT.H SOM 6
1.4 IRNPLERNENTATION .. 7
1.5 RESULTS AND DISCUSSION 10
1.6 CONCLUSION 12
BIBLIOGRAPHY . 13
2 VISUALIZE YOUR SHADOW MAP TECHNIQUES 15
FAN ZHANG, CHONG ZHAO. AND ADRIAN EGLI
2.1 INTRODUCTION 15
2.2 ARTICLE OVERVIEW . 15
2.3 SCOPE OF ANALYSIS 16
2.4 AHASING REVISITED 17
2.5 A REPRESENTATION OF ALIASING ERRORS 19
2.6 VISUALIZATION . 21
VII
IMAGE 2
I
VIII CONTENTS CONTENTS
2.7 MISMATCH OF VIEW DIRECTION AND WARPING DIRECTION 25
2.8 CONCLUSION ....... . 27
2.9 SUPPLEMENTARY MATERIALS 27
2.10 ACKNOWLEDGMENTS 28
BIHLIOGRAPHY. . . . . . . . . 28
11 GEOMETRY MANIPULATION 31
NATALYA TATARCHUK. EDITOR
1 AS SIMPLE AS POSSIBLE TESSELLATION FOR INTERACTIVE APPLICATIONS 33
TAMY BOUBEKEUR 1.1 BASIC PHONG TESSELLATION OPERATOR. 34
1.2 EXTENSION TO QUADS . . 36
1.3 RESULTS AND DISCUSSION 38
BIBLIOGRAPHY. . . . . . . . . 38
2 RULE-BASED GEOMETRY SYNTHESIS IN REAL-TIME 41
MILAN MAGDICS AND GERGELY KLAR
2.1 INTRODUCTION ....... . 41
2.2 BUILDING UP THE SCENE WITH PROCEDURES 42
2.3 L-SYSTEMS AND THE PGI ........ . 42
2.4 MODEL DETAILS AND IMPLEMENTATION 44
2.5 INTERACTION WITH THE PROCEDURAL SCENE. 59
2.6 RESULTS .. 62
2.7 CONCLUSION 65
BIBLIOGRAPHY. . 65
3 GPU-BASED NIJRBS GEOMETRY EVALUATION AND RENDERING 67
GRAHAM HEMINGWAY 3.1 A BIT OF NURBS BACKGROUND .... . 67
3.2 RELATED WORK ............. . 71
3.3 NURBS SURFACE AND CURVE EVALUATION 72
3.4 TRIMMED NURBS SURFACE EVALUATION 77
3.5 RESULTS AND CONCLUSIOLL 82
BIBLIOGRAPHY. . . . . . . . . . . . . . . . . 84
4 POLYGONAL-FUNCTIONAL HYBRIDS FOR COMPUTER ANIMATION AND GAMES 87 D.
KRAVTSOV. O. FRYAZINOV. V. ADZHIEV, A. PASKO. AND P. COMNINOS
4.1 INTRODUCTION 87
4.2 BACKGROUND .......................... . 88
4.3
4.4 A
4.5 I1
4.6 L:
4.7 C
4.8 SI
BIBLIOL
111 RENL
WES!
1 QUADT MICHAL
1.1 0
1.2 IR.
1.3 0
1.4 Q
1.5 S~
1.6 A
1.7 SL
1.8 G
1.9 C
BIBLIOL
2 NPR E
PEDRO 2.1 IR.
2.2 P
2.3 SI
2.4 P,
2.5 A
BIBLIOL
3 ALPHA BENJAN 3.1 IR.
3.2 T
3.3 T
3.4 IR
3.5 T
IMAGE 3
IX :ONTENTS
25 27 27 28
28
31
33
34 36
38 38
41
41 42 42 44
59 62 65 65
67
67 71 72
77 82 84
87
87 88
CONTENTS
4.3 WORKING WITH FREP MODELS THE GPU
4.4 APPLICATIONS 4.5 1 OO1S ....
4.6 LIMITATIONS. 4.7 CONCLUSION 4.8 SOURCE CODE BIBLIOGRAPHY. . .
111 RENDERING TECHNIQUES
WESSAM BAHNASSI, EDITOR
1 QUADTREE DISPLACEMENT MAPPING WITH HEIGHT BLENDING MICHAL DROBOT
1.1 OVERVIEW. . . . . . . . . . . . . . . .
1.2 INTRODUCTION . . . . . . . . . . . . . .
1.3 OVERVIEW OF RAY-1 RACING ALGORITHMS 1.4 QUADTREE DISPLACEMENT
MAPPING . 1.5 SE1F-SHADOWING. . . 1.6 AMBIENT OCCLUSION
1.7 SURFACE BLENDING . 1.8 GENERAL ADVICE 1.9 CONCLUSION BIBLIOGRAPHY. .
. . .
2 NPR EFFECTS USING THE GEOMETRY SHADER PEDRO HERMOSILLA AND PERE-PAU
VAZQUEZ
2.1 INTRODUCTION . . . . .
2.2 PREVIOUS VVORK . . . .
2.3 SILHOUETTE RENDERING 2.4 PENCH RENDERING . 2.5 ACKNOWLEDGMENTS
BIBLIOGRAPHY. . . . . .
3 ALPHA BLENDING AS A POST-PROCESS BENJAMIN HATHAWAY
3.1 INTRODUCTION . . . . .
3.2 THE ALTERNATIVES ...
3.3 1 HE SOURCE ARTWORK . 3.4 INITIAL ATTEMPTS . . .
3.5 THE SCREEN-SPACE ALPHA MASK
94 103 110 111
112 112 113
115
117
117 119 120 125
134 138 139 146
147 148
149
149 149 151 159
164 164
167
167
168 169 170 170
IMAGE 4
X CONTENTS CONTER
2.(; 3.6 ALPHA REFERENCE ISSUES ..... 179
3.7 RENDERING PIPELINE INTEGRATION . 181 BIL
3.8 CONCLUSION . . . . 181
3 RE 3.9 DEMO ....... 182 PE1 3.10 ACKNOWLEDGMENTS 183 3.1 3.11 SOURCE
CODE 183 3.~ BIBLIOGRAPHY. . . . . . 183 3~ .~ 3.4 4 VIRTUAL TEXTURE
MAPPING 101 185 3.~ MATTHAEUS G. CHAJDAS, CHRISTIAN EISENACHER, MARE
STAMMINGER, 3.T AND SYLVAIN LEFEBVRE 3./ 4.1 INTRODUCTION ....... 185
3.~ 4.2 VIRTUAL TEXTURE MAPPING 185 3.{ 4.3 IMPLEMENTATION DETAILS 189
3.1 4.4 CONCLUSION . . . . 193 3.1 4.5 SHADER CODE . . . 193 3.1 4.6
ACKNOWLEDGMENTS 194 BI BIBLIOGRAPHY ...... 194 V 11 IV GLOBAL
ILLUMINATION 197 I C CARSTEN DACHSBACHER, EDITOR ., 1 AR! JA. 1 FAST,
STENCIL-BASED MULTIRESOLUTION SPLATTING FOR INDIRECT ILLUMINATION 199
1.] CHRIS WYMAN, GREG NICHOLS. AND JEREMY SHOPF U 1.1 QUICK REVIEW:
INSTANT RADIOSITY . . . . . 200 U 1.2 QUICK REVIEW: REFIECTIVE SHADOW
MAPS . 201 U 1.3 MULTIRESOLUTION SPLATTING ......... 202 U 1.4 FAST
STENCIL-BASED MULTIRESOLUTION SPLATTING 206 BI 1.5 RESULTS AND ANALYSIS
210 2 ED 1.6 CONCLUSION . . . . 212 HU 1.7 DEMO AND SOURCE 212
BIBLIOGRAPHY. . . . . . 213 2.1 2.~ 2 SCREEN-SPACE DIRECTIONAL OCCLUSION
215 2.~ THORSTEN GROSCH AND T OBIAS RITSCHEL 2.~ 2.1 INTRODUCTIOLL . . .
. . . . . . . . 215 2.:: 2.2 SCREEN-SPACE AMBIENT OCCLUSION . . 216 2.F
2.3 SCREEN-SPACE DIRECTIONAL OCCLUSION 218 2.* 2.4 INTERLEAVED SAMPLING
227 2.~ ~ ~ 2.5 DISCUSSION . . . . . . . . . . . . 228 BIL
IMAGE 5
CONTENTS
179 181 181 182
183 183 183
185
185 185 189 193
193 194 194
197
:M 199
200 201 202 206 210
212 212 213
215
215 216 218 227
228
CONTENTS XI
2.6 CONCLUSION 229
BIBLIOGRAPHY. . 229
3 REAL-TIME MULTI-BOUNCE RAY-TRACING WITH GEOMETRY IMPOSTORS 231 PETER
DANCSIK AND LASZL6 SZECSI
3.1 GEOMETRY IMPOSTORS. . . . . . . . . . . . . . . . . . . . . . . . ..
232
3.2 INTERSEETION COMPUTATION WITH AN ENVIRONMENT DISTANCE IMPOSTOR 234
3.3 RAY-OBJECT INTERSECTION DISTANCE IMPOSTORS . 236
3.4 RAY-OBJECT INTERSECTION USING HEIGHT MAPS .... 236
3.5 TRACING MULTIPLE REFRACTIONS WITHIN A SINGLE OBJECT 238
3.6 MULTIPLE RAY BOUNCES WITH OBJECT IMPOSTORS ONLY 238
3.7 MULT.IPLE RAY BOUNCES WITH ENVIRONMENT DISTANCE IMPOSTORS ONLY 238
3.8 COMBINATION OF ENVIRONMENT. AND OBJECT IMPOSTORS 239
3.9 CAUSTICS AND SHADOWS. . . . . . . . 240
3.10 EXAMPLE APPLICATION: GLA ;S CHESS . 241
3.11 EXAMPLE APPLICATION: AUEN POOL 242
3.12 CONCLUSION 243
BIBLIOGRAPHY. . 243
V IMAGE SPACE 245
CHRISTOPHER OAT, EDITOR
1 ANISOTROPIE KUWAHARA FILTERING ON THE GPU 247
JAN ERIC KYPRIANIDIS, HENRY KANG, AND JUERGEN DOELLNER
1.1 INTRODUCTION .......... . 247
1.2 KUWAHARA FILTERING ...... . 248
1.3 GENERALIZED KUWAHARA FILTERING 251
1.4 ANISOTROPIE K UWAHARA FILTERING 255
1.5 CONCLUSION 263
BIBLIOGRAPHY. . . . . . . . . . . . . . 263
2 EDGE ANTI-ALIASING BY POST-PROCESSING 265
HUGH MALAN 2.1 INTRODUCTION ........... . 265
2.2 FINDING THE NEAREST SILHOUETTE EDGE . 268
2.3 THE POST-PROCESS ........ . 271
2.4 REFINEMENTS ........... . 273
2.5 GPU IMPLEMENTATION AND RESULTS 275
2.6 RESULTS . . . . . . . 278
2.7 OTHER APPLICATIONS 280
2.8 CONCLUSION 288
BIBLIOGRAPHY. . . . . . . 289
IMAGE 6
XII CONTENTS CONTE!
3 ENVIRONMENT MAPPING WITH FLOYD-STEINBERG HALFTONING 291 7.4
J LASZL6 SZIRMAY-KALOS, LASZL6 SZECSI, AND ANTON PENZOV I 7.F
3.1 PARAMETRIZATION OF THE ENVIRONMENT MAP . 292 7.{
3.2 IMPORTANCE SAMPLING 294 F
I
7.1
3.3 PROPOSED SOLUTION . 296
BI!
3.4 CONCLUSION 303
BIBLIOGRAPHY. . . . . . . 303
4 HIERARCHICAL ITEM BUFFERS FOR GRANULAR OCCLUSION CULLING 305
THOMAS ENGELHARDT AND CARSTEN DACHSBACHER
4.1 INTRODUCTION . . . . . . . 305
4.2 HIERAREHICAL ITEM BUFFERS 306
4.3 APPLICATION. 311
4.4 RESULTS . . 312
4.5 CONCLUSION 314
BIBLIOGRAPHY. . 314
5 REALISTIC DEPTH OF FIELD IN POSTPRODUCTION 315
VI
1 MI
KE
1.1
U 1 ... ~
I
1.4
U DAVID ILLES AND PETER HORVATH U 5.1 DEPTH-OF-FIELD EQUATIONS . 315 U
5.2 CAMERA LENS SIMULATION 317 U 5.3 EXPOSURE SIMULATION ... 317 5.4
CUDA-ACEELERATED COMPUTATION . 321 5.5 RESULTS . . 323 5.6 CONCLUSION
325 BIBLIOGRAPHY. . 325 6 REAL-TIME SCREEN SPACE CLOUD LIGHTING 327
KAORI KUBOTA 6.1 INTRODUCTION .. 327 6.2 IMPLEMENTATION 328 2 TA
AN
2.1
2.~
2.~
2,4
I
2.F
6.3 RESULTS . . 331 2.( 6.4 EXTENSIONS 332 2./ 6.5 CONCLUSION 333
BIBLIOGRAPHY. . 333 I 3 IPI 7 SCREEN-SPACE SUBSURFACE SCATTERING 335
JORGE JIMENEZ AND DIEGO GUTIERREZ 7.1 INTRODUETION . . . . . . . . . .
335 7.2 THE TEXTURE-SPACE APPROACH. 336 7.3 THE SEREEN-SPACE APPROACH
339 AN 3.~ 3.~ BIL 3.1
IMAGE 7
:ONTENTS CONTENTS XIII
291
292 294 296 303 303
305
305 306 311
312 314 314
315
315 317 317 321
323 325 325
327
327 328 331 332
333 333
335
335 336 339
7.4 MODEL PREPARATION. . 347
7.5 DISCUSSION OF RESULTS 347
7.6 CONCLUSION .... 350
7.7 ACKNOWLEDGMENTS 351
BIBLIOGRAPHY. . . . . . 351
VI HANDHELD DEVICES 353
KRISTOF BEETS, EDITOR
1 MIGRATION TO OPENGL ES 2.0 355
KEN CATTERALL
1.1 INTRODUCTION ..... . 355
1.2 KEY API DIFFERENCES . . 356
1.3 THE SHADER LANGUAGE . 360
1.4 INITIALIZATION ..... . 362
1.5 BASIC SHADERS: IMPLEMENTING THE FIXED-FUNCTION PIPELINE. 363 1.6
ADVANCED EFFECTS MADE EASY . 368
1.7 CONCLUSION . . . . 373
1.8 ACKNOWLEDGMENTS ...... . 373
2 TOUCHSCREEN-BASED USER INTERACTION 375
ANDREA BIZZOTTO
2.1 INTRODUCTION 375
2.2 MOTION ESTIMATION 375
2.3 POSITION PREDICTION 378
2.4 APPLICATION: CONTROLLING A CAMERA IN A SPHERICAL COORDINATE SYSTEM
....... . 379
2.5 ALGORITHM OVERVIEW . 381
2.6 CONCLUSION .... 383
2.7 ACKNOWLEDGMENTS 383
3 IPHONE 3GS GRAPHICS DEVELOPMENT AND OPTIMIZATION STRATEGIES 385 ANDREW
SENIOR
3.1 SOFTWARE DEVELOPMENT KITS . 385
3.2 GENERAL OPTIMIZATION STRATEGIES 389
3.3 CONCHLSION 395
BIBLIOGRAPHY ............. . 395
IMAGE 8
XIV CONTENTS CONTENTS
4 OPTIMIZING A 3D UI ENGINE FOR MOBILE DEVICES 397
HYUNWOO KI
4.1 OVERVIEW ........ 398
4.2 OPTIMIZATION METHODS 399
4.3 CONCLUSION 410
BIBLIOGRAPHY . 410
VII SHADOWS 413
WOLFGANG ENGEL, EDITOR
1 FAST CONVENTIONAL SHADOW FILTERING 415
HOLGER GRUEN
1.1 OVERVIEW . . . . . . . . . . 415
1.2 INTRODUCTION ........ 415
1.3 UNIFORM SHADOW FILTERING 416
1.4 SEPARABLE SHADOW FILTERS . 420
1.5 NONSEPARABLE UNIQUE WEIGHTS PER PCF RESULT 428
1.6 ADVANCED SHADOW FILTERING TECHNIQUES 430
BIBLIOGRAPHY. . . . . . . . . . . . . . . . . . . 445
2 HYBRID MINIMAX PLANE-BASED SHADOW MAPS 447
HOLGER GRUEN
2.1 OVERVIEW .......... 447
2.2 INTRODUCTION ........ 447
2.3 CONSTRUCTION OF AN HPS.M 448
2.4 USING AN HPSM ...... 453
2.5 OTHER USES FOR THE HPSM 454
BIBLIOGRAPHY. . . . . . . . . . . 454
3 SHADOW MAPPING FOR OMNIDIRECTIONAL LIGHT USING TETRAHEDRON MAPPING 455
HUNG-CHIEN LIAO
3.1 SHADOW MAPPING ..... - 455
3.2 TETRAHEDRON SHADOW MAPPING 455
3.3 OPTIMIZATION. 464
3.4 LOOKUP MAP 465
3.5 CONCLUSION 470
BIBLIOGRAPHY. . . 475
4 SCREEN JESUS (
4.1 III
4.2 PI
4.3 S
4.4 :A
4.5 C
BIBLIO~
VIII 3D
WE
1 MULTI MENG-L
1.1 IR
1.2 D
1.3 T
1.4 M
1.5 T
1.6 A
1.7 C
BIBLIOL
2 PARALL~ STEVEN
2.1 IR
2.2 L
2.3 T
2.4 G
2.5 T
2.6 T
2.7 T
2.8 C
2.9 F
2.10 A BIBLIOL
IMAGE 9
CONTENTS ITENTS XV
397 4 SCREEN SPACE SOFT SHADOWS 477
JESUS GUMBAU, MIGUEL CHOVER, AND MATEU SBERT
398 4.1 INTRODUCTION ....... 477
399 4.2 PREVIOUS VORK . . . . . . . 479
410 4.3 SCREEN SPACE SOFT SHADOWS 480
410 4.4 RESULTS .. 485
4.5 CONCLUSION 488
BIBLIOGRAPHY. . 490
413
VIII 3D ENGINE DESIGN 493
415 WOLFGANG ENGEL, EDITOR
415 1 MULTI-FRAGMENT EFFECTS ON THE GPU USING BUCKET SORT 495
415 MENG-CHENG HUANG, FANG LIU, XUE-HUI LIU, AND EN-HUA WU
416 1.1 INTRODUCTION ..... 495
420 1.2 DESIGN OF BUCKET ARRAY 496
428
1.3 THE ALGORITHM . . . . . 497
430
1.4 MULTI-PASS APPROACH 498
445
1.5 THE ADAPTIVE SCHEME . 498
1.6 APPLICATIONS 503 447 1.7 CONCHLSIONS 507
BIBLIOGRAPHY. . . 507 447 447 2 PARALLELIZED LIGHT PRE-PASS RENDERING
WITH THE (EIL BROADBAND ENGINE 509 448
STEVEN TOVEY AND STEPHEN MCAULEY
453
2.1 INTRODUCTION ............. 509
454
2.2 LIGHT PRE-PASS RENDERING ....... 510
454
2.3 THE PLAYSTATION3 AND THE CBE . 512
455 2.4 GPU JSPE SYNCHRONIZATION . 513
2.5 THE PRE-PASS ......... 515
455 2.6 THE LIGHTING SPE PROGRAM . 516
455 2.7 THC MAIN PASS. 523
464 2.8 CONCLUSION . . . . 524
465 2.9 FURTHER WORK .. 524
470 2.10 ACKNOWLEDGMENTS 526
475 BIBLIOGRAPHY. . . . . . 526
IMAGE 10
XVI CONTENTS CON
I
3 PORTING CODE BETWEEN DIRECT3D9 AND OPENGL 2.0 529 3
WOJCIECH STERNA
3.1 INTRODUCTION . . . . . . 529
3.2 GENERAL ISSUES . . . . . 529
3.3 RESOURCES MANAGEMENT 533
3.4 NOTES ON DEBUGGING .. 538
3.5 A WORD ON SAM PIE APPLICATION 539
3.6 CONCLUSION 539
BIBLIOGRAPHY. . . . . . . . . . . . . . 540
1
4 PRACTICAL THREAD RENDERING FOR DIRECTX 9 541 [ 4
DAVID PANGERL
~.
4.1 ABSTRACT .. 541
4.2 INTRODUCTION 541
4.3 SOLUTION .. 542
4.4 CONCLUSION . 546
4.5 FUTURE WORK 546
IX GAME POSTMORTEMS 547
MATTHIAS WLOKA. EDITOR
1 STYLIZED RENDERING IN SPORE 549
SHALIN SHODHAN AND ANDREW WILLMOTT
1.1 FILTER CHAIN SYSTEM . 549
1.2 FUN WITH FILTERS 554
I X
~ 1.3 CHEATS . . . . . . . 560
2 RENDERING TECHNIQUES IN CALL OF JUAREZ: BOUND IN BLOOD 561 I 1
PAWEL ROHLEDER AND MACIEJ JAMROZIK
2.1 INTRODUCTION .................. 561
2.2 DEFERRED SHADING ............... 561
2.3 SINGLE FRAME OF COJ:BIB, THE BLACK MAGIE . 563
2.4 WHAT ELSE DO WE HAVE? 567
2.5 CONCLUSION . . . . 568
2.6 ACKNOWLEDGMENTS 569
BIBLIOGRAPHY. . . . . . 569
IMAGE 11
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29
29
29
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I40
I41
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42
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549
549
554
560
561
561
561
563 567 568
569
569
CONTENTS XVII
3 MAKING IT LARGE, BEAUTIFUL, FAST, AND CONSISTENT: LESSONS LEARNED
DEVELOPING JUST CAUSE 2 571
EMIL PERSSON
3.1 LNTRODUCTION . . .. ..... 571
3.2 MAKING IT LARGE AND BEAUTIFUL 571
3.3 MAKING IT CONSISTENT . . . . . 585
3.4 MAKING IT FAST ........ . 591
3.5 CONCLUSION AND FUTURE VORK 595
3.6 ACKNOWLEDGMENTS 595
BIBLIOGRAPHY. . . . . . 596
4 DESTRUETIBLE VOLUMETRIE TERRAIN 597
MAREK ROSA
4.1 INTRODUCTION . . . . . . . .. ............... . 597
4.2 CONVERTING CUSTOM 3D MODELS INTO VOXEL REPRESENTATIONS 598 4.3
MEMORY REQUIREMENTS FOR LARGE VOXEL MAPS 600
4.4 POLYGONIZATION FROM VOXELS TO TTIANGLES. . . . . . 601
4.5 SEAMLESS TEXTURE-MAPPING FOR FREE-FORM SURFACES 602
4.6 REDUCING REPEATED TEXTURE PATTERNS ..... . 603
4.7 TANGENT SPACE CALCULATION IN THE PIXEL SHADER . 604
4.8 MULTI-MATERIAL VOXEL MAPS 604
4.9 LEVEL OF DETAIL 606
4.10 AMBIENT. LIGHT 607
4.11 CONCLUSION 608
BIBLIOGRAPHY. . . . 608
X BEYOND PIXELS AND TRIANGLES 611
SEBASTIEN ST-LAURENT, EDITOR
1 PARALLELIZED IMPLEMENTATION OF UNIVERSAL VISUAL COMPUTER 613 TZE-YUI
HO, PING-MAN LAM, AND CHI-SING LEUNG
1.1 INTRODUCTION . . . . . 613
1.2 BACKGROUND ..... 614
1.3 CNN LMPLEMENTATION 615
1.4 RESULTS ..... . 620
1.5 CONCLUSION . . . . 622
1.6 ACKNOWLEDGMENTS 622
BIBLIOGRAPHY. . . . . . 622
IMAGE 12
XVIII CONTENTS CONTENTS
2 AEEEIERATING VIRTUAL TEXTURING USING CUDA 623 5 REAL-TIR
CHARLES-FREDERIK HOLLEMEERSEH, BART PIETERS, PETER LAMBERT, THE GPL
AND RIK VAN DE WALLE VLAD ALE
5.1 INTL 2.1 INTRODUCTION ............ 624
5.2 PRO 2.2 IMPLEMENTING VIRTUAL TEXTURING . 626
5.3 SOR
2.3 RENDERING WITH VIRTUAL TEXTURING 628
5.4 BUI
2.4 GPU-BASED ACCELERATION 631
5.5 AD
2.5 RESULTS ...... 640 5.6 PER
2.6 CONCLUSION .... 641 5.7 COI
2.7 ACKNOW LEDGMENTS 641 BIBLIOGR,
BIBLIOGRAPHY. . . . . . 641
SEETION ED
3 EFFIEIENT RENDERING OF HIGHLY DETAILED VOLUMETRIE SEENES WITH
CONTRIBUTOL
GIGAVOXELS 643
CYRIL CRASSIN, FABRICE NEYRET, MIGUEL SAINZ, AND ELMAR EISEMANN
3.1 INTRODUCTION ........ 643
3.2 VOXEL REPRESENTATIONS ... 644
3.3 THE GIGA VOXELS APPROACH 645
3.4 DATA STRUCTURE . . . . . . . 646
3.5 RENDERING ......... 650
3.6 OUT-OF-CARE DATA MANAGEMENT. 656
3.7 OCTREE-BASED SYNTHESIS . . . 670
3.8 VOXEL OBJECT INSTANCING ... 672
3.9 MIPMAP-BASED BLUR EFFECTS 673
3.10 CONCLUSION 676
BIBLIOGRAPHY. . . . . . . . . . 677
I I T 4 SPATIAL BINNING ON THE GPU 679 CHRISTOPHER OAT, JOSHUA BARCZAK,
AND JEREMY SHOPF 4.1 INTRODUCTION 679 4.2 BINNING ... 680 4.3
APPLICATIONS 684 4.4 RESULTS ... 687 4.5 CONCLUSION . 690 4.6 ACKNOW
LEDGMENTS 691 BIBLIOGRAPHY. . . . . . 691
IMAGE 13
CONTENTS
623
624 626 628
631 640 641 641
641
643
643 644 645
646 650 656 670
672 673 676 677
679
679 680 684 687
690 691
691
CONTENTS XIX
5 REAL-TIME INTERACTION BETWEEN PARTICLES AND THE DYNAMIC MESH ON THE
GPU 693
VLAD ALEXANDROV 5.1 INTRODLLCTION ...... 693
5.2 PROCESS OVERVIEW .. 693
5.3 SORTING THC TRIANGLES 694
5.4 BLLILDING THE BUFFER MAP 699
5.5 ADDRESSING THE BUFFER 702
5.6 PERFORMANCE 705
5.7 CONCLUSION 705
BIBLIOGRAPHY . 706
SECTION EDITORS 707
CONTRIBUTORS 709
|
any_adam_object | 1 |
author_GND | (DE-588)1048552497 |
building | Verbundindex |
bvnumber | BV036545770 |
classification_rvk | ST 320 |
classification_tum | DAT 750f |
ctrlnum | (OCoLC)699934137 (DE-599)BVBBV036545770 |
discipline | Informatik |
format | Book |
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id | DE-604.BV036545770 |
illustrated | Illustrated |
indexdate | 2024-07-09T22:42:32Z |
institution | BVB |
isbn | 9781568814728 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-020467460 |
oclc_num | 699934137 |
open_access_boolean | |
owner | DE-M347 DE-91G DE-BY-TUM DE-523 DE-859 |
owner_facet | DE-M347 DE-91G DE-BY-TUM DE-523 DE-859 |
physical | XXIII, 715 S. Ill., graph. Darst. |
publishDate | 2010 |
publishDateSearch | 2010 |
publishDateSort | 2010 |
publisher | Peters |
record_format | marc |
spelling | GPU Pro advanced rendering techniques ed. by Wolfgang Engel Natick, Mass. Peters 2010 XXIII, 715 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Rendering (DE-588)4219666-8 gnd rswk-swf Rendering (DE-588)4219666-8 s DE-604 Engel, Wolfgang F. Sonstige (DE-588)1048552497 oth OEBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020467460&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | GPU Pro advanced rendering techniques Rendering (DE-588)4219666-8 gnd |
subject_GND | (DE-588)4219666-8 |
title | GPU Pro advanced rendering techniques |
title_auth | GPU Pro advanced rendering techniques |
title_exact_search | GPU Pro advanced rendering techniques |
title_full | GPU Pro advanced rendering techniques ed. by Wolfgang Engel |
title_fullStr | GPU Pro advanced rendering techniques ed. by Wolfgang Engel |
title_full_unstemmed | GPU Pro advanced rendering techniques ed. by Wolfgang Engel |
title_short | GPU Pro |
title_sort | gpu pro advanced rendering techniques |
title_sub | advanced rendering techniques |
topic | Rendering (DE-588)4219666-8 gnd |
topic_facet | Rendering |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020467460&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT engelwolfgangf gpuproadvancedrenderingtechniques |