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Example programs and source code for GPU Pro 5

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Cover

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General System Requirements

  • OS Microsoft Windows 7.
  • Visual Studio C++ 2012 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. Rendering (Carsten Dachsbacher)
    1. Per-pixel lists for Single Pass A-Buffer by (Sylvain Lefebvre, Samuel Hornus and Anass Lasram)
    2. Reducing Texture Memory Usage by 2-Channel Color Encoding by (Krzysztof Kluczek)
    3. GPU-accelerated Interactive Material Aging by (Tobias Günther, Kai Rohmer, and Thorsten Grosch)
    4. Simple Rasterization-Based Liquids by (Martin Guay)
  2. Lighting (Michal Valient)
    1. Physically Based Area Lights by (Michal Drobot)
    2. High Performance Outdoor Light Scattering using Epipolar Sampling by (Egor Yusov)
    3. Volumetric Light Effects in Killzone Shadow Fall by (Nathan Vos)
    4. Hi-Z Screen-Space Cone-Traced Reflections by (Yasin Uludag)
    5. TressFX - Advanced Real-Time Hair Rendering by (Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang and Jason Lacroix)
    6. Wire Anti-Aliasing by (Emil Persson)
  3. Image Space (Christopher Oat)
    1. Screen Space Grass by (David Pangerl)
    2. Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists by (João Raza and Gustavo Nunes)
    3. Bokeh Effects on the SPU by (Serge Bernier)
  4. Mobile Devices (Marius Bjørge)
    1. Realistic Real-Time Skin Rendering on Mobile by (Renaldas Zioma and Ole Ciliox)
    2. Deferred Rendering Techniques on Mobile Devices by (Ashley Vaughan Smith)
    3. Bandwidth Efficient Graphics with ARM Mali GPUs by (Marius Bjørge)
    4. Efficient Morph Target Animation using OpenGL ES 3.0 by (James Lewis Jones)
    5. Tiled Deferred Blending by (Ramses Ladlani)
    6. Adaptive Scalable Texture Compression by (Stacy Smith)
    7. Optimising OpenCL kernels for the ARM Mali-T600 GPUs by (Johan Gronqvist and Anton Lokhmotov)
  5. 3D Engine Design (Wessam Bahnassi)
    1. Quaternions Revisited by (Peter Sikachev, Vladimir Egorov and Sergey Makeev)
    2. glTF: Designing an Open-Standard Runtime Asset Format by (Fabrice Robinet, Rémi Arnaud, Tony Parisi, and Patrick Cozzi)
    3. Managing Transformations in Hierarchy by (Bartosz Chodorowski and Wojciech Sterna)
  6. Compute (Wolfgang Engel)
    1. Hair Simulation in TressFX by (Dongsoo Han)
    2. Object-Order Ray Tracing for Fully Dynamic Scenes by (Tobias Zirr, Hauke Rehfeld and Carsten Dachsbacher)
    3. Quadtrees on the GPU by (Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin)
    4. Two-level Constraint Solver by (Takahiro Harada)
    5. Non-Separable 2D, 3D and 4D Filtering with Cuda by (Anders Eklund and Paul Dufort)

Long content of the book

Acknowledgments

Web Materials

I Rendering (Carsten Dachsbacher)

  1. Per-Pixel Lists for Single Pass A-Buffer (Sylvain Lefebvre, Samuel Hornus, and Anass Lasram)
    1. Introduction
    2. Linked Lists with Pointers (Lin-alloc)
    3. Lists with Open Addressing (Open-alloc)
    4. Post-sort and Pre-sort
    5. Memory Management
    6. Implementation
    7. Experimental Comparisons
    8. Conclusion
    9. Acknowledgments
    10. Bibliography
  2. Reducing Texture Memory Usage by 2-Channel Color Encoding (Krzysztof Kluczek)
    1. Introduction
    2. Texture Encoding Algorithm
    3. Decoding Algorithm
    4. Encoded Image Quality
    5. Conclusion
    6. Bibliography
  3. Particle-Based Simulation of Material Aging (Tobias Güunther, Kai Rohmer, and Thorsten Grosch)
    1. Introduction
    2. Overview
    3. Simulation
    4. Preview Rendering
    5. Results
    6. Conclusions
    7. Bibliography
  4. Simple Rasterization-Based Liquids (Martin Guay)
    1. Overview
    2. Introduction
    3. Simple Liquid Model
    4. Splatting
    5. Grid Pass
    6. Particle Update
    7. Rigid Obstacles
    8. Examples
    9. Conclusion
    10. Bibliography

II Lighting and Shading (Michal Valient)

  1. Physically Based Area Lights (Michal Drobot)
    1. Overview
    2. Introduction
    3. Area Lighting Model
    4. Implementation
    5. Results Discussion
    6. Further Research
    7. Conclusion
    8. Bibliography
  2. High Performance Outdoor Light Scattering Using Epipolar Sampling (Egor Yusov)
    1. Introduction
    2. Previous Work
    3. Algorithm Overview
    4. Light Transport Theory
    5. Computing Scattering Integral
    6. Epipolar Sampling
    7. 1D Min/Max Binary Tree Optimization
    8. Implementation
    9. Results and Discussion
    10. Conclusion and Future Work
    11. Bibliography
  3. Volumetric Light Effects in Killzone: Shadow Fall (Nathan Vos)
    1. Introduction
    2. Basic Algorithm
    3. Low-Resolution Rendering
    4. Dithered Ray Marching
    5. Controlling the Amount of Scattering
    6. Transparent Objects
    7. Limitations
    8. Future Improvements
    9. Conclusion
    10. Bibliography
  4. Hi-Z Screen-Space Cone-Traced Reflections (Yasin Uludag)
    1. Overview
    2. Introduction
    3. Previous Work
    4. Algorithm
    5. Implementation
    6. Extensions
    7. Optimizations
    8. Performance
    9. Results
    10. Conclusion
    11. Future Work
    12. Acknowledgments
    13. Bibliography
  5. TressFX: Advanced Real-Time Hair Rendering (Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix)
    1. Introduction
    2. Geometry Expansion
    3. Lighting
    4. Shadows and Approximated Hair Self-Shadowing
    5. Antialiasing
    6. Transparency
    7. Integration Specifics
    8. Conclusion
    9. Bibliography
  6. Wire Antialiasing (Emil Persson)
    1. Introduction
    2. Algorithm
    3. Conclusion and FutureWork
    4. Bibliograph

III Image Space (Christopher Oat)

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