Skip to content

Latest commit

 

History

History
47 lines (37 loc) · 2.03 KB

File metadata and controls

47 lines (37 loc) · 2.03 KB

Example programs and source code for GPU Pro 7

Go back to the main README

Cover

Buy this book


General System Requirements

  • OS Microsoft Windows 10.
  • Visual Studio C++ 2012 or higher.
  • The DirectX June 2010 SDK
  • 2GB RAM or more.
  • DirectX 11 or DirectX 12 capable GPU or higher.
  • The latest GPU driver.

Short content of the book

  1. Geometry Manipulation (Carsten Dachsbacher)
    1. Hardware-Tessellated Deformable Snow in Rise of the Tomb Raider by (Anton Kai Michels and Peter Sikachev)
    2. Catmull Clark Subdivision Surfaces by (Wade Brainerd)
  2. Lighting (Michal Valient)
    1. Clustered shading: Assigning lights using conservative rasterization in DirectX12 by (Kevin Örtegren and Emil Persson)
    2. Fine Pruned Tiled Light Lists by (Morten S. Mikkelsen)
    3. Deferred Attribute Interpolation Shading by (Christoph Schied and Carsten Dachsbacher)
    4. Real-time volumetric cloudscapes by (Andrew Schneider)
  3. Rendering (Christopher Oat)
    1. Adaptive Virtual Textures by (Ka Chen)
    2. Deferred Coarse Pixel Shading by (Rahul P. Sathe and Tomasz Janczak)
    3. Progressive Rendering using Multi-Frame Sampling by (Daniel Limberger, Karsten Tausche, Johannes Linke, and Jürgen Döllner)
  4. Mobile Devices (Marius Bjorge)
    1. Efficient Soft Shadows Based on Static Local Cube map by (Sylvester Bala, Roberto Lopez Mendez)
  5. 3D Engine Design (Wessam Bahnassi)
    1. Interactive Cinematic Particlesby by (Homan and Wessam Bahnassi)
    2. Real-time BC6H compression on GPU by (Krzysztof Narkowicz)
    3. A 3D Visualization Tool used for Test Automation in the Forza Series by (Gustavo Bastos Nunes)
    4. Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs by (Takahiro Harada)
  6. Compute (Wolfgang Engel)
    1. Octree Mapping from a Depth Camera by (Dave Kotfis and Patrick Cozzi)
    2. Interactive Sparse Eulerian Fluid by (Alex Dunn)

Go back to the main README