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Example programs and source code for GPU Pro 4

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General System Requirements

  • OS Microsoft Windows 7.
  • Visual Studio C++ .NET 2008 or higher.
  • The DirectX June 2010 SDK
  • 2GB RAM or more.
  • DirectX 9, DirectX 10 or DirectX 11 capable GPU or higher.
  • The latest GPU driver.

Short content of the book

  1. Geometry Manipulation (Wolfgang Engel)
    1. GPU Terrain Subdivision and Tessellation by (Benjamin Mistal)
    2. Introducing the Programmable Vertex Pulling Rendering Pipeline by (Christophe Riccio and Sean Lilley)
    3. A WebGL Globe Rendering Pipeline by (Patrick Cozzi and Daniel Bagnell)
  2. Rendering (Christopher Oat and Carsten Dachsbacher)
    1. Practical Planar Reflections using Cubemaps and Image Proxies by (Sébastien Lagarde and Antoine Zanuttini)
    2. Real-Time Ptex and Vector Displacement by (Karl Hillesland)
    3. Decoupled Deferred Shading on the GPU by (Gábor Liktor and Carsten Dachsbacher)
    4. Tiled Forward Shading by (Markus Billeter, Ola Olsson, and Ulf Assarsson)
    5. Forward+: A Step Toward Film-Style Shading in Real Time by (Takahiro Harada, Jay McKee, and Jason C. Yang)
    6. Progressive Screen-Space Multi-Channel Surface Voxelization by (Athanasios Gaitatzes and Georgios Papaioannou)
    7. Rasterized Voxel-Based Dynamic Global Illumination by (Hawar Doghramachi)
  3. Image Space (Michal Valient)
    1. The `Skylands' Depth-of-Field Shader by Michael Bukowski, Padraic Hennessy, Brian Osman, and Morgan McGuire
    2. Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods by (David C. Schedl and Michael Wimmer)
    3. Second-Depth Anti-Aliasing by (Emil Persson)
    4. Practical Frame Buffer Compression by (Pavlos Mavridis and Georgios Papaioannou)
    5. Coherence-Enhancing Filtering on the GPU by (Jan Eric Kyprianidis and Henry Kang)
  4. Shadows (Wolfgang Engel)
    1. Real-Time Deep Shadow Maps by (René Fürst, Oliver Mattausch, and Daniel Scherzer)
  5. Game Engine Design (Wessam Bahnassi)
    1. An Aspect-Based Engine Architecture by (Donald Review)
    2. Kinect Programming with Direct3D 11 by (Jason Zink)
    3. A Pipeline for Authored Structural Damage by (Homam Bahnassi and Wessam Bahnassi)
  6. GPGPU (Sebastien St-Laurent)
    1. Bit-Trail Traversal for Stackless LBVH on DirectCompute by (Sergio Murguía, Francisco Ávila, Leo Reyes, and Arturo García)
    2. Real-Time JPEG Compression using DirectCompute by (Stefan Petersson)

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