实例介绍
Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics proc
Taylor Francis Taylor Francis Group http://taylorandfrancis.com GPU Pro 360 Guide to Rendering Edited by Wolfgang Engel CRC Press Taylor francis Grou Boca raton London New york RC Press ia an impr inl uf the Taylor Francs Group, an informa business AN A K PETERS BOOK CRC Press Taylor &z Francis Group 6000 Broken Sound Parkway nw, suite 300 Boca Raton. FI33487-2742 2018 by Taylor Francis Group, LlC CRC Press is an imprint of Taylor Francis Group an Informa business No claim to original u.s. Government works Printed on acid-free paper International Standard Book Number-13: 978-0-8153-6550-1(Paperback) International Standard Book Number-13: 978-0-8153-6551-8(Hardback) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permmission to publish in this forin has not beenl obtained. If any copyright Inaterial has not beell acknowledged please write and let us know so we may rectify in any future reprint Except as permitted undcr U. S. Copyright Law, no part of this book may bc reprinted, reproduced, transmitted or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers Forpermissiontophotocopyorusematerialelectronicallyfromthisworkpleaseaccesswww.copyright.com (http://www.copyright.com/)orcontacttheCopyrightClearanceCenter,Inc.(ccc),222RosewoodDrive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged k Notice: Product or corporate may bc trademarks or regist only for identification and explanation without intent to infringe Library of Congress Cataloging-in-Pub Data Engel, Wolfgang F. Title: GPU pro 360 guide dering/edited by Wolfgang Engel Description: Boca Raton: Taylor Francis, CRC Press, 2018 Includes bibliographical references Identifiers: LCCN 2017060380 ISBN ISBN 9780815365518(hardback: acid-free paper) ISBN 9780815365501(pbk: acid-free paper) Subjects: LCSH: Computer graphics. I Rendering(Computer graphics) Graphics processing units--Programming. Pocket computcrs--ProgrammingI Mobilc computing Classification: LCC T385. G68887 2018 DDC 006.6--dc23 Lcrecordavailableathttps://lccn.loc.gov/2017060380 VisittheeresoUrces:www.crcpress.com/9780815365501 Visit the taylor francis Web site at tp://ww.taylorandfrancis.com and the rc Press web site at http://www.crcpress.com Contents Introduction XV Web materials 1 Quadtree Displacement Mapping with Height Blending Micha drobot 1.1Ov 1.2 Introduction 3 1.3 Overview of Ray-Tracing algo 1.4 Quadtree Displacement, Mapping 9 1.5 Self-shadowing 18 1.6 Ambient Occlusion 1.7 Surface Blending 23 1. 8 General Advice 30 onclusion 31 Bibl ography 32 2 NPR Effects Using the Geometry Shader 33 Pedro Hermosilla and pere-Pau vazquez 2.1 Introduction 33 2.2 Prcvious Work 33 2.3 Silhouette rendering 35 2. 4 Pencil Rendering 2.5 Acknowledgments Bibliography Alpha Blending as a Post-Process 51 Benjamin Hathaway 3.1 Introd 51 3.2 The Alternatives 52 3.3 The Source Artwork 53 3.4 Initial AtteInpts 54 Contents 3.5 The Screen-Space Alpha Mask 54 3.6 Alpha Reference Issues 3.7 Rendering Pipeline Integration ncluslol 3.9D 3.10 Acknowledgments 3.11 Sourcc Codc Bibl 4 Virtual Texture Mapping 101 Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefeby 4.1 Introduc 4.2 Virtual Texture Mapping 69 4. 3 Implementation Details 4.4C 4.5S 4.6 Acknowledge 78 Bibliography 5 Pre-Integrated Skin Shading Eric Penn rge Borsuk 5.1 Int roduction 5.2 Background and Previous Work 81 5.3 Pre-lnitegrating the Effects of Scattering 5.4 Scattering and Diffuse Light 84 5.5 Scattering and normal Maps 5.6 Shadow Scattering 5.7 Conclusion and Future Work 5.8 Appendix A: Lookup Textures 5.9 Appendix B: Simplified skin Shade Bibli 94 6 Implementing Fur Using Deferred Shading 97 Donald revie 6.1 Deferred Rendering 2 Fur 6.3 Techniques 101 6.4 Fur Implementation Details 108 6.5 Conclusion 114 6.6 Acknowledgments 114 Bibliography 114 Contents 7 Large-Scale Terrain Rendering for Outdoor Games 117 Ferenc pinter 7.1 Introduction 117 7. 2 Content Creation and Editing 119 7.3 RuntiMe Shading 124 7.4 Performance 130 7.5 Possible extensions 131 7.6 Acknowledgments 133 Bibliography 133 8 Practical Morphological Antialiasing 135 Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego gutierrez 8.1 Overview 137 8.2 Detecting Edges 138 8.3 Obtaining Blending Weights 140 8.4 Blending with the Four-Neighborhood 145 8. 5 Results 146 8.6 Discussion 150 8. 7 Conclusion 151 8.8 Acknowledgments 152 Bibliography 152 g Volume Decals Emil persson 9. 1 IntroductioN 155 9.2 Decals as Volumes 垂番b 155 9.3 Conclusions 160 Bibliography 160 10 Practical Elliptical Texture Filtering on the GPU 161 Pavlos Mavridis and Georgios Papaioannou 10.1 Introduction 161 10.2 Elliptical Filtering 162 10.3 Elliptical Footprint Approximation 167 10.4 Results 171 10.5 Conclusions 173 10.6 Acknowledgments 173 Bibliography 173 III Contents 11 An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering 175 Christian Schiller 11.1 Introduction 175 11.2 Atmospheric Scatterin 175 11.3 The Chapman Function 177 11.1 Towards a Real-Time Approximation 11.5 ImmlplenientatiOl 181 11.6 Putting the Chapman Function to Use 184 11.7 Conclusion 185 Append 187 Bibliography 187 12 Volumetric Real-Time Water and Foam Rendering 189 Daniel Scherzer, Florian Bagar, and Oliver Mattausch 12.1 Introductio 12.2 Simulatie 12.3 Rendering 192 12.4 Artist control 199 12.5 Conclusion 201 Bibliography 201 13 Inexpensive Antialiasing of Simple Objects 203 Mikkel Gjol and Mark gjgl 13.1 Introductio 203 13.2 Antialiasing via Smoothed Lines 203 13.3 Rendering lines 205 13.4 Discussion 209 13.5 Conclusion 210 13.6 Acknowledgments 211 Bibliography 14 Practical Planar Reflections Using Cubemaps and Image Proxies 213 Sebastien Lagarde and antoine Zanuttin 14.1 Introduct 213 14.2 Generating Reflection Textu 214 4.3 Using Reflection Texti 14.4 Conclu d Future work 228 14.5A g ments BibliographY 229 Contents 15 Real-Time Ptex and vector displacement 231 Karl hillesland 15.1 Introduction 231 15.2P 32 15.3 Runtime Implementation 234 15.4 Adding Displacement 237 15.5 Performance Costs 238 15.6M 240 15.7 Alternatives and future Work 241 15.8 Conclu 241 15.9 Acknowledgment Bibliography 16 Decoupled Deferred Shading on the GPU 243 Gabor liktor and carsten dachsbacher 16.1 Introductio 16.2 Decoupled Sampling in a Rasterization Pipeline 16.3 Shad g R for deferred shadi 46 16.4 Implementation 16.5 Results 255 16.6 Acknowledgments 259 Bibliography 259 17 Tiled Forward Shading 261 Markus Billeter, Ola Olsson, and Ulf Assarsson 17.1 Introduct 261 17.2 Recap: Forward, Deferred, and Tiled Sh g 263 17.3 Tiled Forward Shading: Why? 266 17.4 Basic Tiled Forward Shading 266 17.5 Supporting Transparency 268 17.6 Support for MSAA 271 17.7 Supporting Different Shaders 273 17.8 Conclusion and Further Improvements 273 Bibliograph 275 18 Forward+: A Step Toward Film-Style Shading in Real Time 277 Takahiro Harada, Jay McKee, and Jason C. Yang 18.1 Introduct 18.2 Forward-+ 278 18.3 Implementation and Optimization 279 18.4 Result 18.5 Forward+ in the AMD Leo deng 286 【实例截图】
【核心代码】
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