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Front Cover
Contents
Acknowledgments
Web Materials
I. Geometry Manipulation
1. Deferred Snow Deformation in Rise of the Tomb Raider
2. Catmull-Clark Subdivision Surfaces
II. Lighting
1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12
2. Fine Pruned Tiled Light Lists
3. Deferred Attribute Interpolation Shading
4. Real-Time Volumetric Cloudscapes
III. Rendering
1. Adaptive Virtual Textures
2. Deferred Coarse Pixel Shading
3. Progressive Rendering Using Multi-frame Sampling
IV. Mobile Devices
1. Efficient Soft Shadows Based on Static Local Cubemap
2. Physically Based Deferred Shading on Mobile
V. 3D Engine Design
1. Interactive Cinematic Particles
2. Real-Time BC6H Compression on GPU
3. A 3D Visualization Tool Used for Test Automation in the Forza Series
4. Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs
VI. Compute
1. Octree Mapping from a Depth Camera
2. Interactive Sparse Eulerian Fluid
About the Editors
About the Contributors
Back Cover
Computer Game Development The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving eld of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies. The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specic challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices. The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples. In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page. A d v a n c e d R e n d e r i n g T e c h n i q u e s s e u q i n h c e T g n i r e d n e R d e c n a v d A R e n d e r i A d v a n c e d n g T e c h n i q u e s K26802 ISBN 978-1-4987-4253-5 90000 ISBN: 978-1-4822-6461-6 90000 9 781498 742535 9 781482 264616 E n g e l Edited by Wolfgang Engel
Advanced Rendering Techniques
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Advanced Rendering Techniques Edited by Wolfgang Engel
CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2016 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 Version Date: 20160205 International Standard Book Number-13: 978-1-4987-4254-2 (eBook - PDF) 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, microfilming, 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-profit 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 identification and explanation without intent to infringe. Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com
Contents Acknowledgments Web Materials I Geometry Manipulation Carsten Dachsbacher 1 Deferred Snow Deformation in Rise of the Tomb Raider Anton Kai Michels and Peter Sikachev 1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3 Related Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4 Snow Deformation: The Basic Approach . . . . . . . . . . . . . 1.5 Deferred Deformation . . . . . . . . . . . . . . . . . . . . . . . 1.6 Deformation Heightmap . . . . . . . . . . . . . . . . . . . . . . 1.7 Filling the Trail over Time . . . . . . . . . . . . . . . . . . . . . 1.8 Hardware Tessellation and Performance . . . . . . . . . . . . . 1.9 Future Applications . . . . . . . . . . . . . . . . . . . . . . . . 1.10 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Catmull-Clark Subdivision Surfaces Wade Brainerd 2.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2 The Call of Duty Method . . . . . . . . . . . . . . . . . . . . . 2.3 Regular Patches . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4 Irregular Patches . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5 Filling Cracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.6 Going Further . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.7 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.8 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . v xi xiii 1 3 3 4 5 6 7 11 13 15 15 16 16 17 17 20 20 25 29 34 39 39 39
vi II Lighting Michal Valient Contents 41 1 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 Kevin ¨Ortegren and Emil Persson Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1 1.2 Conservative Rasterization . . . . . . . . . . . . . . . . . . . . . 1.3 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4 Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.5 Results and Analysis . . . . . . . . . . . . . . . . . . . . . . . . 1.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Fine Pruned Tiled Light Lists Implementation Details Morten S. Mikkelsen 2.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3 Our Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4 . . . . . . . . . . . . . . . . . . . . . . 2.5 Engine Integration . . . . . . . . . . . . . . . . . . . . . . . . . 2.6 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.7 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.8 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Deferred Attribute Interpolation Shading Christoph Schied and Carsten Dachsbacher 3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2 Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.4 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Real-Time Volumetric Cloudscapes 43 43 44 44 55 56 67 67 69 69 69 71 73 76 78 79 80 81 83 83 84 87 94 95 96 97 Andrew Schneider 4.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.3 Cloud Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.4 Cloud Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.5 Cloud Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . 97 98 98 110 119
Contents vii 4.6 Conclusion and Future Work . . . . . . . . . . . . . . . . . . . 4.7 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . III Rendering Christopher Oat 1 Adaptive Virtual Textures Ka Chen 1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 Procedural Virtual Textures Basics . . . . . . . . . . . . . . . . 1.3 Adaptive Virtual Textures . . . . . . . . . . . . . . . . . . . . . 1.4 Virtual Texture Best Practices . . . . . . . . . . . . . . . . . . 1.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Deferred Coarse Pixel Shading Rahul P. Sathe and Tomasz Janczak 2.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2 Introduction and Background . . . . . . . . . . . . . . . . . . . 2.3 Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4 Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Progressive Rendering Using Multi-frame Sampling Daniel Limberger, Karsten Tausche, Johannes Linke, and J¨urgen D¨ollner 3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2 Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3 Multi-frame Rendering Techniques . . . . . . . . . . . . . . . . 3.4 Conclusion and Future Work . . . . . . . . . . . . . . . . . . . 3.5 Acknowledgment . . . . . . . . . . . . . . . . . . . . . . . . . . Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IV Mobile Devices Marius Bjørge 1 Efficient Soft Shadows Based on Static Local Cubemap Sylwester Bala and Roberto Lopez Mendez 1.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 126 126 129 131 131 131 131 137 143 144 145 145 145 146 151 151 153 155 155 156 160 169 170 170 173 175 175 175
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