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Cover image for GPU gems 3
Title:
GPU gems 3
Physical Description:
l, 942 pages : illustrations ; 24 cm. + 1 computer discs
ISBN:
9780321515261
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33000000018409 T385 G686 2008 Open Access Book Gift Book
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Summary

Summary

One of the biggest developments in computer hardware in the last few years has been the introduction of and rapid improvement in a new generation of Graphics Processing Units (GPUs) with much more power and flexibility than the CPU. With the arrival of the new hardware that supports Windows Vista's graphics, there is renewed interest in rendering GPU Gem 3 continues the format of the first two bestselling editions, with many chapters that detail cutting-edge programming techniques from some of the world's top experts, including people at Adobe, Apple, Microsoft, Electronic Arts, SEGA, Cornell, UC Davis, and UNC. Chapters in this book explain techniques in rendering that go beyond anything used yet in movies or games.


Author Notes

Hubert Nguyen, Manager of Developer Education at NVIDIA, is a graphics engineer who worked in the NVIDIA Demo Team before moving to his current position. His work is featured on the covers of GPU Gems (Addison-Wesley, 2004) and GPU Gems 2 (Addison-Wesley, 2006).


Excerpts

Excerpts

It has been only three years since the first GPU Gems book was introduced, and some areas of real-time graphics have truly become ultrarealistic. Chapter 14, "Advanced Techniques for Realistic Real-Time Skin Rendering," illustrates this evolution beautifully, describing a skin rendering technique that works so well that the data acquisition and animation will become the most challenging problem in rendering human characters for the next couple of years. All this progress has been fueled by a sustained rhythm of GPU innovation. These processing units continue to become faster and more flexible in their use. Today's GPUs can process enormous amounts of data and are used not only for rendering 3D scenes, but also for processing images or performing massively parallel computing, such as financial statistics or terrain analysis for finding new oil fields. Whether they are used for computing or graphics, GPUs need a software interface to drive them, and we are in the midst of an important transition. The new generation of APIs brings additional orthogonality and exposes new capabilities such as generating geometry programmatically. On the computing side, the CUDA architecture lets developers use a C-like language to perform computing tasks rather than forcing the programmer to use the graphics pipeline. This architecture will allow developers without a graphics background to tap into the immense potential of the GPU. More than 200 chapters were submitted by the GPU programming community, covering a large spectrum of GPU usage ranging from pure 3D rendering to nongraphics applications. Each of them went through a rigorous review process conducted both by NVIDIA's engineers and by external reviewers. We were able to include 41 chapters, each of which went through another review, during which feedback from the editors and peer reviewers often significantly improved the content. Unfortunately, we could not include some excellent chapters, simply due to the space restriction of the book. It was difficult to establish the final table of contents, but we would like to thank everyone who sent a submission. Intended Audience For the graphics-related chapters, we expect the reader to be familiar with the fundamentals of computer graphics including graphics APIs such as DirectX and OpenGL, as well as their associated high-level programming languages, namely HLSL, GLSL, or Cg. Anyone working with interactive 3D applications will find in this book a wealth of applicable techniques for today's and tomorrow's GPUs. Readers interested in computing and CUDA will find it best to know parallel computing concepts. C programming knowledge is also expected. Trying the Code Samples GPU Gems 3 comes with a disc that includes samples, movies, and other demonstrations of the techniques described in this book. You can also go to the book's Web page to find the latest updates and supplemental materials: developer.nvidia.com/gpugems3 . Excerpted from GPU Gems 3 All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.

Table of Contents

Ryan GeissBryan DudashTristan LorachAlexander KharlamovTamy BoubekeurRenaldas ZiomaKees van Kooten, Playlogic Game Factory Gino van den Bergen, Playlogic Game Factory Alex Telea, Eindhoven University of TechnologyAndrew LauritzenFabio Pellacini and Dartmouth College Milo HaanFan Zhang
Forewordp. xxvii
Prefacep. xxix
Contributorsp. xxxiii
Part I Geometryp. 3
Chapter 1 Generating Complex Procedural Terrains Using the GPUp. 7
1.1 Introductionp. 7
1.2 Marching Cubes and the Density Functionp. 7
1.3 An Overview of the Terrain Generation Systemp. 12
1.4 Generating the Polygons Within a Block of Terrainp. 20
1.5 Texturing and Shadingp. 29
1.6 Considerations for Real-World Applicationsp. 35
1.7 Conclusionp. 37
1.8 Referencesp. 37
Chapter 2 Animated Crowd Renderingp. 39
2.1 Motivationp. 39
2.2 A Brief Review of Instancingp. 40
2.3 Details of the Techniquep. 42
2.4 Other Considerationsp. 50
2.5 Conclusionp. 51
2.6 Referencesp. 52
Chapter 3 DirectX 10 Blend Shapes: Breaking the Limitsp. 53
3.1 Introductionp. 53
3.2 How Does It Work?p. 56
3.3 Running the Samplep. 66
3.4 Performancep. 66
3.5 Referencesp. 67
Chapter 4 Next-Generation SpeedTree Renderingp. 69
4.1 Introductionp. 69
4.2 Silhouette Clippingp. 69
4.3 Shadowsp. 76
4.4 Leaf Lightingp. 81
4.5 High Dynamic Range and Antialiasingp. 85
4.6 Alpha to Coveragep. 85
4.7 Conclusionp. 88
4.8 Referencesp. 91
Chapter 5 Generic Adaptive Mesh Refinementp. 93
5.1 Introductionp. 94
5.2 Overviewp. 95
5.3 Adaptive Refinement Patternsp. 96
5.4 Rendering Workflowp. 98
5.5 Resultsp. 100
5.6 Conclusion and Improvementsp. 103
5.7 Referencesp. 104
Chapter 6 GPU-Generated Procedural Wind Animations for Treesp. 105
6.1 Introductionp. 105
6.2 Procedural Animations on the GPUp. 106
6.3 A Phenomenological Approachp. 106
6.4 The Simulation Stepp. 113
6.5 Rendering the Treep. 117
6.6 Analysis and Comparisonp. 118
6.7 Summaryp. 119
6.8 Referencesp. 120}}12
7.1 Metaballs, Smoothed Particle Hydrodynamics, and Surface Particlesp. 124
7.2 Constraining Particlesp. 127
7.3 Local Particle Repulsionp. 135
7.4 Global Particle Dispersionp. 140
7.5 Performancep. 145
7.6 Renderingp. 146
7.7 Conclusionp. 147
7.8 Referencesp. 148
Part II Light And Shadowsp. 151
Chapter 8 Summed-Area Variance Shadow Mapsp. 157
8.1 Introductionp. 157
8.2 Related Workp. 158
8.3 Percentage-Closer Filteringp. 159
8.4 Variance Shadow Mapsp. 161
8.5 Summed-Area Variance Shadow Mapsp. 174
8.6 Percentage-Closer Soft Shadowsp. 178
8.7 Conclusionp. 181
8.8 Referencesp. 181
Chapter 9 Interactive Cinematic Relighting with Global Illuminationp. 183
9.1 Introductionp. 183
9.2 An Overview of the Algorithmp. 184
9.3 Gather Samplesp. 186
9.4 One-Bounce Indirect Illuminationp. 188
9.5 Wavelets for Compressionp. 189
9.6 Adding Multiple Bouncesp. 192
9.7 Packing Sparse Matrix Datap. 193
9.8 A GPU-Based Relighting Enginep. 195
9.9 Resultsp. 200
9.10 Conclusionp. 201
9.11 Referencesp. 201
Chapter 10 Parallel-Split Shadow Maps on Programmable GPUsp. 203
10.1 Introductionp. 203
10.2 The Algorithmp. 205
10.3 Hardware-Specific Imp
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