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Example programs and source code for GPU Pro 1

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General System Requirements

  • OS Microsoft Windows XP, Vista or 7.
  • Visual Studio C++ .NET 2008 or higher.
  • The DirectX August 2009 SDK
  • 2GB RAM or more.
  • DirectX 9, DirectX 10 and OpenGL 1.5 capable GPU or higher.
  • The latest GPU driver.

Short content of the book

  1. Mathematics (Sam Martin)
    1. GPU Color quantization by (Chi Sing Leung, Tze-Yui Ho, and Yi Xiao)
    2. Visualize Your Shadow Map Techniques by (Fan Zhang, Chong Zhao, and Adrian Egli)
  2. Geometry Manipulation (Natalya Tatarchuk)
    1. As-Simple-As Possible Tessellation for Interactive Applications by (Tamy Boubekeur)
    2. Rule-based Geometry Synthesis in Real-time by (Milan Magdics and Gergely Klar)
    3. GPU-based NURBS Geometry Evaluation and Rendering by (Graham Hemingway)
    4. Polygonal-Functional Hybrids for Computer Animation and Games by (D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, P. Comninos)
  3. Rendering Techniques (Wessam Bahnassi)
    1. Quad-tree Displacement Mapping with Height Blending by (Michał Drobot)
    2. NPR effects using the Geometry Shader by (Pedro Hermosilla and Pere-Pau Vazquez)
    3. Alpha Blending as a Post-Process by (Benjamin Hathaway)
    4. Virtual Texture Mapping 101 by (Matthäus G. Chajdas, Christian Eisenacher, Marc Stamminger, Sylvain Lefebvre)
    5. Volume Decals by (Emil Persson)
  4. Global Illumination (Carsten Dachsbacher)
    1. Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination by (Chris Wyman, Greg Nichols, and Jeremy Shopf)
    2. Screen-Space Directional Occlusion by (Thorsten Grosch and Tobias Ritschel)
    3. Real-time multi-bounce ray-tracing with geometry impostors by (Peter Dancsik and Laszlo Szecsi)
  5. Image Space (Christopher Oat)
    1. Anisotropic Kuwahara Filtering on the GPU by (Jan Eric Kyprianidis, Henry Kang, and Jürgen Döllner)
    2. Edge Anti-aliasing by Post-Processing by (Hugh Malan)
    3. Environment Mapping with Floyd-Steinberg Halftoning by (Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton Penzov)
    4. Hierarchical Item Buffers for Granular Occlusion Culling by (Thomas Engelhardt and Carsten Dachsbacher)
    5. Realistic Depth-of-Field in Post-Production by (David Illes and Peter Horvath)
    6. Real-Time Screen Space Cloud Lighting by (Kaori Kubota)
    7. Screen-Space Subsurface Scattering by (Jorge Jimenez and Diego Gutierrez)
  6. Handheld Devices (Kristof Beets)
    1. Migration to OpenGL ES 2.0 by (Ken Catterall)
    2. Touchscreen-based user interaction by (Andrea Bizzotto)
    3. iPhone 3GS Graphics Development and Optimization Strategies by (Andrew Senior)
    4. Optimizing a 3D UI Engine for Mobile Devices by (Hyunwoo Ki)
  7. Shadows (Wolfgang Engel)
    1. Fast Conventional Shadow Filtering by (Holger Gruen)
    2. Hybrid Min-MaxPlane-Based by (Holger Gruen)
    3. Shadow Mapping for Omni-Directional Light Using Tetrahedron Mapping by (Hung-Chien Liao)
    4. Screen Space Soft Shadows by (Jesus Gumbau, Miguel Chover, and Mateu Sbert)
  8. 3D Engine Design (Wolfgang Engel)
    1. Multi-Fragment Effects on the GPU using Bucket Sort by (Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu)
    2. Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine™ by (Steven Tovey and Stephen McAuley)
    3. Porting code between Direct3D9 and OpenGL 2.0 by (Wojciech Sterna)
    4. Practical Thread Rendering for DirectX 9 by (David Pangerl)
  9. Game Postmortems (Matthias Wloka)
    1. Stylized Rendering in Spore by (Shalin Shodhan and Andrew Willmott)
    2. Rendering Techniques in Call of Juarez: Bound in Blood by (Paweł Rohleder and Maciej Jamrozik)
    3. Making it large, beautiful, fast and consistent – Lessons learned developing Just Cause 2 by (Emil Persson)
    4. Destructible Volumetric Terrain by (Marek Rosa)
  10. Beyond Pixels & Triangles (Sebastien St-Laurent)
    1. Parallelized Implementation of Universal Visual Computer by (Tze-Yui Ho, Ping-Man Lam, and Chi-Sing Leung)
    2. Accelerating Virtual Texturing using CUDA by (Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de Walle)
    3. Efficient Rendering of Highly Detailed Volumetric Scenes With GigaVoxels by (Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann)
    4. Spatial Binning on the GPU by (Christopher Oat, Joshua Barczak, and Jeremy Shopf)
    5. Real-Time Interaction between Particles and Dynamic Mesh on GPU by (Vlad Alexandrov)

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