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GPU Pro 360 : guide to geometry manipulation

جلد کتاب GPU Pro 360 : guide to geometry manipulation

معرفی کتاب «GPU Pro 360 : guide to geometry manipulation» نوشتهٔ Wolfgang F Engel(Editor)، منتشرشده توسط نشر A K PETERS;CRC Press در سال 2018. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Wolfgang Engel's GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges Content: Cover Half Title Title Copyrights Contents Introduction Web Materials Chapter 1. As Simple as Possible Tessellation for Interactive Applications 1.1 Basic Phong Tessellation Operator 1.2 Extension to Quads 1.3 Results and Discussion Bibliography Chapter 2. Rule-Based Geometry Synthesis in Real-Time 2.1 Introduction 2.2 Building Up the Scene with Procedures 2.3 L-systems and the PGI 2.4 Model Details and Implementation 2.5 Interaction with the Procedural Scene 2.6 Results 2.7 Conclusion Bibliography Chapter 3. GPU-Based NURBS Geometry Evaluation and Rendering 3.1 A Bit of NURBS Background3.2 Related Work 3.3 NURBS Surface and Curve Evaluation 3.4 Trimmed NURBS Surface Evaluation 3.5 Results and Conclusion Bibliography Chapter 4. Polygonal-Functional Hybrids for Computer Animation and Games 4.1 Introduction 4.2 Background 4.3 Working with FRep Models Using the GPU 4.4 Applications 4.5 Tools 4.6 Limitations 4.7 Conclusion 4.8 Source Code Bibliography Chapter 5. Terrain and Ocean Rendering with Hardware Tessellation 5.1 DirectX 11 Graphics Pipeline 5.2 De nition of Geometry 5.3 Vertex Position, Vertex Normal, and Texture Coordinates5.4 Tessellation Correction Depending on the Camera Angle 5.5 Conclusions Bibliography Chapter 6. Practical and Realistic Facial Wrinkles Animation 6.1 Background 6.2 Our Algorithm 6.3 Results 6.4 Discussion 6.5 Conclusion 6.6 Acknowledgments Bibliography Chapter 7. Procedural Content Generation on the GPU 7.1 Abstract 7.2 Introduction 7.3 Terrain Generation and Rendering 7.4 Environmental E ects 7.5 Putting It All Together 7.6 Conclusions and Future Work Bibliography Chapter 8. Vertex Shader Tessellation 8.1 Overview8.2 Introduction 8.3 The Basic Vertex Shader Tessellation Algorithm 8.4 Per-Edge Fractional Tessellation Factors 8.5 Conclusion Bibliography Chapter 9. Optimized Stadium Crowd Rendering 9.1 Introduction 9.2 Overview 9.3 Content Pipeline 9.4 Rendering 9.5 Further Optimizations 9.6 Limitations 9.7 Conclusion 9.8 Acknowledgments Bibliography Chapter 10. Geometric Antialiasing Methods 10.1 Introduction and Previous Work 10.2 Algorithm 10.3 Conclusion and Future Work Bibliography Chapter 11. GPU Terrain Subdivision and Tessellation 11.1 Introduction 11.2 The Algorithm11.3 Results 11.4 Conclusions Bibliography Chapter 12. Introducing the Programmable Vertex Pulling Rendering Pipeline 12.1 Introduction 12.2 Draw Submission Limitations and Objectives 12.3 Evaluating Draw Call CPU Overhead and the GPU Draw Submission Limitation 12.4 Programmable Vertex Pulling 12.5 Side E ects of the Software Design 12.6 Future Work 12.7 Conclusion Bibliography Chapter 13. A WebGL Globe Rendering Pipeline 13.1 Introduction 13.2 Rendering Pipeline Overview 13.3 Filling Cracks in Screen Space 13.4 Filling Poles in Screen Space As simple as possible tessellation for interactive applications -- Rule-based geometry synthesis in real-time -- GPU-based NURBS geometry evaluation and rendering -- Polygonal-functional hybrids for computer animation and games -- Terrain and ocean rendering with hardware tessellation -- Practical and realistic facial wrinkles animation -- Procedural content generation -- Vertex shader tessellation -- Optimized stadium crowd rendering -- Geometric antialiasing methods -- GPU terrain subdivision and tessellation -- Vertex pulling rendering pipeline -- WebGL globe rendering pipeline -- Dynamic GPU terrain -- Bandwidth efficient procedural meshes in the GPU via tessellation -- Real-time deformation of subdivision surfaces on object collisions -- Realistic volumetric explosions in games -- Deferred snow deformation in Tomb raider -- Catmull-Clark subdivision studies "Wolfgang Engels GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise."--Provided by publisher
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