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Book Cover
E-book
Author Engel, Wolfgang F.

Title GPU Pro 360 Guide to 3D Engine Design
Published Milton : Chapman and Hall/CRC, 2019

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Description 1 online resource (389 pages)
Contents Cover; Half Title; Title; Copyrights; Contents; Introduction; Web Materials; 1 Multi-Fragment Effects on the GPU Using Bucket Sort; 1.1 Introduction; 1.2 Design of Bucket Array; 1.3 The Algorithm; 1.4 Multi-Pass Approach; 1.5 The Adaptive Scheme; 1.6 Applications; 1.7 Conclusions; Bibliography; 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine Steven Tovey and Stephen McAuley; 2.1 Introduction; 2.2 Light Pre-Pass Rendering; 2.3 The PLAYSTATION3 and the CBE; 2.4 GPU/SPE Synchronization; 2.5 The Pre-Pass; 2.6 The Lighting SPE Program; 2.7 The Main Pass; 2.8 Conclusion
2.9 Further Work2.10 Acknowledgments; Bibliography; 3 Practical, Dynamic Visibility for Games Stephen Hill and Daniel Collin; 3.1 Introduction; 3.2 Surveying the Field; 3.3 Query Quandaries; 3.4 Wish List; 3.5 Conviction Solution; 3.6 Battle eld Solution; 3.7 Future Development; 3.8 Conclusion; 3.9 Acknowledgments; Bibliography; 4 Shader Amortization Using Pixel Quad Message Passing Eric Penner; 4.1 Introduction; 4.2 Background and Related Work; 4.3 Pixel Derivatives and Pixel Quads; 4.4 Pixel Quad Message Passing; 4.5 PQA Initialization; 4.6 Limitations of PQA; 4.7 Cross Bilateral Sampling
4.8 Convolution and Blurring4.9 Percentage Closer Filtering; 4.10 Discussion; 4.11 Appendix A: Hardware Support; Bibliography; 5 A Rendering Pipeline for Real-Time Crowds Benjam n Herna ndez and Isaac Rudomin; 5.1 System Overview; 5.2 Populating the Virtual Environment and Behavior; 5.3 View-Frustum Culling; 5.4 Level of Detail Sorting; 5.5 Animation and Draw Instanced; 5.6 Results; 5.7 Conclusions and Future Work; 5.8 Acknowledgments; Bibliography; 6 Z3 Culling Pascal Gautron, Jean-Eudes Marvie, and GaeŁl Sourimant; 6.1 Introduction; 6.2 Principle; 6.3 Algorithm; 6.4 Implementation
6.5 Performance Analysis6.6 Conclusion; Bibliography; 7 A Quaternion-Based Rendering Pipeline Dzmitry Malyshau; 7.1 Introduction; 7.2 Spatial Data; 7.3 Handedness Bit; 7.4 Facts about Quaternions; 7.5 Tangent Space; 7.6 Interpolation Problem with Quaternions; 7.7 KRI Engine: An Example Application; 7.8 Conclusion; Bibliography; 8 Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 Matthew Johnson; 8.1 Introduction; 8.2 Implementation; 8.3 Conclusion; 8.4 Appendix; Bibliography; 9 Designing a Data-Driven Renderer Donald Revie; 9.1 Introduction; 9.2 Problem Analysis
9.3 Solution Development9.4 Representational Objects; 9.5 Pipeline Objects; 9.6 Frame Graph; 9.7 Case Study: Praetorian Tech; 9.8 Further Work and Considerations; 9.9 Conclusion; 9.10 Acknowledgments; Bibliography; 10 An Aspect-Based Engine Architecture Donald Revie; 10.1 Introduction; 10.2 Rationale; 10.3 Engine Core; 10.4 Aspects; 10.5 Common Aspects; 10.6 Implementation; 10.7 Aspect Interactions; 10.8 Praetorian: The Brief History of Aspects; 10.9 Analysis; 10.10 Conclusion; 10.11 Acknowledgments; Bibliography; 11 Kinect Programming with Direct3D 11 Jason Zink; 11.1 Introduction
Notes 11.2 Meet the Kinect
Print version record
Form Electronic book
ISBN 9781351172479
1351172476