GPU Pro 3. Advanced Rendering Techniques. Edited by Wolfgang Engel. CRC Press. ' Taylor &. Francis Group Boca Raton London New York
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1 GPU Pro 3 Advanced Rendering Techniques Edited by Wolfgang Engel CRC Press ' Taylor &. Francis Group Boca Raton London New York CRC Press is an imprint of the Taylor & Francis Croup, an informs busines AN A K PETERS BOOK
2 Acknowledgments Web Materials xiii xv S Geometry Manipulation 1 Wolfgang Engel, editor 1 Vertex Shader Tessellation 3 Holger Gruen 1.1 Overview Introduction The Basic Vertex Shader Tessellation Algorithm Per-Edge Fractional Tessellation Factors Conclusion 11 Bibliography 12 2 Real-Time Deformable Terrain Rendering with DirectX Egor Yusov 2.1 Introduction Algorithm Overview Compressed Multiresolution Terrain Representation Hardware-Accelerated Terrain Tessellation Texturing Dynamic Modifications Implementation Details Performance Conclusion Acknowledgments 38 Bibliography 38
3 Optimized Stadium Crowd Rendering 41 Alan Chambers 3.1 Introduction Overview Content Pipeline Rendering Further Optimizations Limitations Conclusion Acknowledgments 68 Bibliography 68 Geometric Antialiasing Methods 71 Emil Persson 4.1 Introduction and Previous Work Algorithm Conclusion and Future Work 86 Bibliography 87 Rendering 89 Christopher Oat, editor Practical Elliptical Texture Filtering on the GPU 91 Pavlos Mavridis and Georgios Papaioannou 1.1 Introduction Elliptical Filtering Elliptical Footprint Approximation Results Conclusions Acknowledgments 103 Bibliography 103 An Approximation to the Chapman Grazing-lncidence Function for Atmospheric Scattering 105 Christian Schiiler 2.1 Introduction Atmospheric Scattering The Chapman Function Towards a Real-Time Approximation Implementation Ill 2.6 Putting the Chapman Function to Use Conclusion 115
4 2.8 Appendix 117 Bibliography Volumetric Real-Time Water and Foam Rendering 119 Daniel Scherzer, Florian Bagar, and Oliver Mattausch 3.1 Introduction Simulation Rendering Artist Control Conclusion 131 Bibliography CryENGINE 3: Three Years of Work in Review 133 Tiago Sousa, Nickolay Kasyan, and Nicolas Schulz 4.1 Introduction Going Multiplatform Physically Based Rendering Forward Shading Passes Batched HDR Postprocessing Stereoscopic 3D Conclusion Acknowledgments 167 Bibliography Inexpensive Antialiasing of Simple Objects 169 Mikkel Gj0l and Mark Gj0l 5.1 Introduction Antialiasing via Smoothed Lines Rendering Lines Discussion Conclusion Acknowledgments 177 Bibliography 177 III Global Illumination Effects 179 Carsten Dachsbacher, editor 1 Ray-Traced Approximate Reflections Using a Grid of Oriented Splats 181 Holger Gruen 1.1 Overview Introduction 181
5 1.3 The Basic Algorithm Results Future Work 189 Bibliography Screen-Space Bent Cones: A Practical Approach 191 Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel 2.1 Overview Introduction Ambient Occlusion Our Technique Implementation Results Discussion and Conclusion Acknowledgments 206 Bibliography Real-Time Near-Field Global Illumination Based on a Voxel Model 209 Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, and Stefan Muller 3.1 Introduction Binary Boundary Voxelization Hierarchical Ray/Voxel Intersection Test Near-Field Indirect Illumination Results 225 Bibliography 228 IV Shadows 231 Wolfgang Engel, editor 1 Efficient Online Visibility for Shadow Maps 233 Oliver Mattausch, Jiri Bittner, Ari Silvennoinen, Daniel Scherzer, and Michael Wirnmer 1.1 Introduction Algorithm Overview Detailed Description Optimization: Shadow-Map Focusing Results Conclusion Acknowledgments 241 Bibliography 241
6 Depth Rejected Gobo Shadows 243 John White 2.1 Introduction Basic Gobo Shadows Depth Rejected Gobo Shadows Extensions Failure Case 248 Bibliography 248 3D Engine Design 249 Wessam Bahnassi, editor Z 3 Culling 251 Pascal Gautron, Jean-Eudes Marvie, and Gael Sourimant 1.1 Introduction Principle Algorithm Implementation Performance Analysis Conclusion 263 Bibliography 263 A Quaternion-Based Rendering Pipeline 265 Dzmitry Malyshau 2.1 Introduction Spatial Data Handedness Bit Facts about Quaternions Tangent Space Interpolation Problem with Quaternions KRI Engine: An Example Application Conclusion 272 Bibliography 273 Implementing a Directionally Adaptive Edge AA Filter Using DirectX Matthew Johnson 3.1 Introduction Implementation Conclusion 288
7 3.4 Appendix 289 Bibliography Designing a Data-Driven Renderer 291 Donald Revie 4.1 Introduction Problem Analysis Solution Development Representational Objects Pipeline Objects Frame Graph Case Study: Praetorian Tech ' Further Work and Considerations Conclusion Acknowledgments 318 Bibliography 318 VI GPGPU 321 Sebastien St-Laurent, editor 1 Volumetric Transparency with Per-Pixel Fragment Lists 323 Laszlo Szecsi, Pal Barta, and Balazs Kovacs 1.1 Introduction Light Transport Model Ray Decomposition Finding Intersections with Ray Casting Application for Particle System Rendering Finding Intersections with Rasterization Adding Surface Reflection Shadow Volumes Conclusion 334 Bibliography Practical Binary Surface and Solid Voxelization with Direct3D Michael Schwarz 2.1 Introduction Rasterization-Based Surface Voxelization Rasterization-Based Solid Voxelization Conservative Surface Voxelization with DirectCompute Solid Voxelization with DirectCompute 349
8 2.6 Conclusion 351 Bibliography Interactive Ray Tracing Using the Compute Shader in DirectX Arturo Garcfa, Francisco Avila, Sergio Murguia, and Leo Reyes 3.1 Introduction Ray Tracing Our Implementation Primary Rays Stage Intersection Stage Color Stage Multipass Approach Results and Discussion Optimization Conclusion Further Work Acknowledgments 375 Bibliography 376 About the Editors 377 About the Contributors 379 Index 387
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