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