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Cover
Half title
Title
Copyright
Contents
Introduction
Web Materials
Chapter 1 Touchscreen-Based User Interaction
1.1 Introduction
1.2 Motion Estimation
1.3 Position Prediction
1.4 Application: Controlling a Camera in a Spherical Coordinate System
1.5 Algorithm Overview
1.6 Conclusion
1.7 Acknowledgments
Chapter 2 Optimizing a 3D UI Engine for Mobile Devices
Hyunwoo Ki 2.1 Overview
2.2 Optimization Methods
2.3 Conclusion
Bibliography
Chapter 3 A Shader-Based eBook Renderer
Andrea Bizzotto 3.1 Overview
3.2 Page-Peeling Effect
3.3 Enabling Two Pages Side-by-Side
3.4 Improving the Look and Antialiasing Edges
3.5 Direction-Aligned Triangle Strip
3.6 Performance Optimizations and Power Consumption
3.7 Putting it Together
3.8 Future Work
3.9 Conclusion
3.10 Acknowledgments
Bibliography
Chapter 4 Post-Processing Effects on Mobile Devices
Marco Weber and Peter Quayle 4.1 Overview
4.2 Technical Details
4.3 Case Study: Bloom
4.4 Implementation
4.5 Conclusion
Bibliography
Chapter 5 Shader-Based Water Effects
Joe Davis and Ken Catterall 5.1 Introduction
5.2 Techniques
5.3 Optimizations
5.4 Conclusion
Bibliography
Chapter 6 Realistic Real-Time Skin Rendering on Mobile
Renaldas Zioma and Ole Ciliox 6.1 Introduction
6.2 Overview
6.3 Power of Mobile GPU
6.4 Implementation
6.5 Results
6.6 Summary
Bibliography
Chapter 7 Deferred Rendering Techniques on Mobile Devices
Ashley Vaughan Smith 7.1 Introduction
7.2 Review
7.3 Overview of Techniques
7.4 OpenGL ES Extensions
7.5 Conclusion and Future Work
Bibliography
Chapter 8 Bandwidth Efficient Graphics with the ARM Mali GPUs
Marius Bjrge 8.1 Introduction
8.2 Shader Framebuffer Fetch Extensions
8.3 Shader Pixel Local Storage
8.4 Deferred Shading Example
8.5 Conclusion
Bibliography
Chapter 9 Efficient Morph Target Animation Using OpenGL ES 3.0
James L. Jones 9.1 Introduction
9.2 Previous Work
9.3 Morph Targets
9.4 Implementation
9.5 Conclusion
9.6 Acknowledgments
Bibliography
Chapter 10 Tiled Deferred Blending
Ramses Ladlani 10.1 Introduction
10.2 Algorithm
10.3 Implementation
10.4 Optimizations
10.5 Results
10.6 Conclusion
Bibliography
Chapter 11 Adaptive Scalable Texture Compression
Stacy Smith 11.1 Introduction
11.2 Background
11.3 Algorithm
11.4 Getting Started
11.5 Using ASTC Textures
11.6 Quality Settings
11.7 Other Color Formats
11.8 3D Textures
11.9 Summary
Bibliography
Chapter 12 Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs
Johan Gronqvist and Anton Lokhmotov 12.1 Introduction
12.2 Overview of the OpenCL Programming Model
12.3 ARM Mali-T600 GPU Series
12.4 Optimizing the Sobel Image Filter
12.5 Optimizing the General Matrix Multiplication
Bibliography
Chapter 13 Hybrid Ray Tracing on a PowerVR GPU
Gareth Morgan 13.1 Introduction
13.2 Review
13.3 Combining Ray Tracing with Rasterization
13.4 Hard Shadows
13.5 Soft Shadows
13.6 Re ections
13.7 Transparency
13.8 Performance
13.9 Results
13.10 Conclusion
Bibliography
Chapter 14 Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0
Daniele Di Donato 14.1 Introduction
14.2 GPU-Only Particle System
14.3 Physics Simulation
14.4 Rendering the Particles
14.5 Conclusion
Bibliography
Chapter 15 Animated Characters with Shell Fur for Mobile Devices
Andrew Girdler and James L. Jones 15.1 Introduction
15.2 Overview
15.3 Creating a Shell Fur Texture
15.4 Bone Batches or Single Pass?
15.5 Model Data and Setup
15.6 Animation with TF
15.7 Instancing for Fur Shells
15.8 Lighting and Other Effects
15.9 Conclusion
Bibliography
Chapter 16 High Dynamic Range Computational Photography on Mobile GPUs
Simon McIntosh-Smith, Amir Chohan, Dan Curran, and Anton Lokhmotov 16.1 Introduction
16.2 Background
16.3 Tone-Mapping Operators
16.4 Related Work
16.5 GPGPU Using OpenCL
16.6 OpenGL ES and Android
16.7 Implementing an HDR Pipeline Using OpenCL and OpenGL ES
16.8 Android Implementation
16.9 Performance of Our HDR Effects
16.10 Conclusions
Bibliography
Chapter 17 Efficient Soft Shadows Based on Static Local Cubemap
Sylwester Bala and Roberto Lopez Mendez 17.1 Overview
17.2 Introduction
17.3 Algorithm Overview
17.4 What Is a Local Cubemap?
17.5 Creating a Shadow Cubemap
17.6 Applying Shadows
17.7 Smoothness
17.8 Combining the Shadow Technique with Others
17.9 Performance and Quality
17.10 Future Work
17.11 Conclusion
Bibliography
Chapter 18 Physically Based Deferred Shading on Mobile
Ashley Vaughan Smith and Mathieu Einig 18.1 Introduction
18.2 Physically Based Shading
18.3 An Efficient Physically Based Deferred Renderer
18.4 Experiments
18.5 Conclusion and Future Work
Bibliography
Contributors
GPU Pro 360 Guide to Mobile Devices
GPU Pro 360 Guide to Mobile Devices Edited by Wolfgang Engel
CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 2019 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: 978-0-8153-5281-5 (Paperback) International Standard Book Number-13: 978-0-8153-5283-9 (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 permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microlming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-prot 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. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identication and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Names: Engel, Wolfgang F., editor. Title: GPU pro 360 guide to mobile devices / edited by Wolfgang Engel. Description: Boca Raton : Taylor & Francis, CRC Press, [2018] Identiers: LCCN 2017060054j ISBN 9780815352815 (pbk. : alk. paper) Subjects: LCSH: Computer graphics. j Graphics processing units--Programming. Classication: LCC T385 .G68885 2018 j DDC 621.39/96--dc23 LC record available at https://lccn.loc.gov/2017060054 j ISBN 9780815352839 (hardback : alk. paper) j Pocket computers--Programming. j Mobile computing. j Rendering (Computer graphics) Visit the eResources: www.crcpress.com/9780815352815 Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com
Contents Introduction Web Materials 1 Touchscreen-Based User Interaction Andrea Bizzotto 1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 Motion Estimation . . . . . . . . . . . . . . . . . . . . . . . . 1.3 Position Prediction . . . . . . . . . . . . . . . . . . . . . . . . Application: Controlling a Camera in a Spherical Coordinate 1.4 System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Algorithm Overview . . . . . . . . . . . . . . . . . . . . . . . . Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . 1.5 1.6 1.7 2 Optimizing a 3D UI Engine for Mobile Devices Hyunwoo Ki 2.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2 Optimization Methods . . . . . . . . . . . . . . . . . . . . . . 2.3 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 A Shader-Based eBook Renderer Andrea Bizzotto 3.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2 Page-Peeling Effect . . . . . . . . . . . . . . . . . . . . . . . . Enabling Two Pages Side-by-Side . . . . . . . . . . . . . . . . 3.3 3.4 Improving the Look and Antialiasing Edges . . . . . . . . . . 3.5 Direction-Aligned Triangle Strip . . . . . . . . . . . . . . . . . 3.6 Performance Optimizations and Power Consumption . . . . . Putting it Together . . . . . . . . . . . . . . . . . . . . . . . . 3.7 3.8 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . xi xv 1 1 1 4 5 7 9 9 11 12 13 24 24 27 27 28 33 35 36 37 37 38 v
vi Contents 3.9 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.10 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Post-Processing Effects on Mobile Devices Marco Weber and Peter Quayle 4.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Technical Details 4.2 . . . . . . . . . . . . . . . . . . . . . . . . . Case Study: Bloom . . . . . . . . . . . . . . . . . . . . . . . . 4.3 4.4 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 4.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Shader-Based Water Effects Joe Davis and Ken Catterall Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1 5.2 Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3 Optimizations . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox 6.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.3 Power of Mobile GPU . . . . . . . . . . . . . . . . . . . . . . . Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 6.4 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.5 6.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1 7.2 Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.3 Overview of Techniques . . . . . . . . . . . . . . . . . . . . . . 7.4 OpenGL ES Extensions . . . . . . . . . . . . . . . . . . . . . . 7.5 Conclusion and Future Work . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 39 39 41 41 44 46 48 54 55 57 57 57 68 75 75 77 77 77 79 80 84 85 86 87 87 87 88 94 96 96
Contents vii 8 Bandwidth Efficient Graphics with the ARM Mali GPUs Marius Bjrge Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1 Shader Framebuffer Fetch Extensions . . . . . . . . . . . . . . 8.2 8.3 Shader Pixel Local Storage . . . . . . . . . . . . . . . . . . . . 8.4 Deferred Shading Example . . . . . . . . . . . . . . . . . . . . 8.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Efficient Morph Target Animation Using OpenGL ES 3.0 James L. Jones Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.1 9.2 Previous Work . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.3 Morph Targets . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.4 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.5 9.6 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Tiled Deferred Blending Ramses Ladlani 10.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.2 Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.3 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 10.4 Optimizations . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.5 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Adaptive Scalable Texture Compression Stacy Smith 11.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.2 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.3 Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.4 Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . 11.5 Using ASTC Textures . . . . . . . . . . . . . . . . . . . . . . . 11.6 Quality Settings . . . . . . . . . . . . . . . . . . . . . . . . . . 11.7 Other Color Formats . . . . . . . . . . . . . . . . . . . . . . . 11.8 3D Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.9 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 99 99 103 107 111 112 113 113 113 114 115 119 119 119 121 121 123 124 130 132 133 134 137 137 137 138 140 141 142 147 149 149 150
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