Wolfgang Engel’s GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU 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 & 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 rapidly evolving field of real-time rendering
• Takes practical approach that helps graphics programmers solve their daily challenges
Author(s): Wolfgang Engel (Editor)
Edition: 1
Publisher: CRC Press
Year: 2019
Language: English
Commentary: True PDF
Pages: 380
City: Boca Raton, FL
Tags: Algorithms; Graphics; GPU Programming; Fluid Modeling
Content: Cover
Half Title
Title
Copyright
Contents
Introduction
Web Materials
1 2D Distance Field Generation with the GPU Philip Rideout
1.1 Vocabulary
1.2 Manhattan Grassfire
1.3 Horizontal-Vertical Erosion
1.4 Saito-Toriwaki Scanning with OpenCL
1.5 Signed Distance with Two Color Channels
1.6 Distance Field Applications
Bibliography
2 Order-Independent Transparency Using Per-Pixel Linked Lists Nicolas Thibieroz
2.1 Introduction
2.2 Algorithm Overview
2.3 DirectX 11 Features Requisites
2.4 Head Pointer and Nodes Bu ers
2.5 Per-Pixel Linked List Creation 2.6 Per-Pixel Linked Lists Traversal2.7 Multisampling Antialiasing Support
2.8 Optimizations
2.9 Tiling
2.10 Conclusion
2.11 Acknowledgments
Bibliography
3 Simple and Fast Fluids Martin Guay, Fabrice Colin, and Richard Egli
3.1 Introduction
3.2 Fluid Modeling
3.3 Solver's Algorithm
3.4 Code
3.5 Visualization
3.6 Conclusion
Bibliography
4 A Fast Poisson Solver for OpenCL Using Multigrid Methods Sebastien Noury, Samuel Boivin, and Olivier Le Maitre
4.1 Introduction
4.2 Poisson Equation and Finite Volume Method
4.3 Iterative Methods
4.4 Multigrid Methods (MG) 4.5 OpenCL Implementation4.6 Benchmarks
4.7 Discussion
Bibliography
5 Volumetric Transparency with Per-Pixel Fragment Lists Laszlo Szecsi, Pal Barta, and Balazs Kovacs
5.1 Introduction
5.2 Light Transport Model
5.3 Ray Decomposition
5.4 Finding Intersections with Ray Casting
5.5 Application for Particle System Rendering
5.6 Finding Intersections with Rasterization
5.7 Adding Surface Re ection
5.8 Shadow Volumes
5.9 Conclusion
Bibliography
6 Practical Binary Surface and Solid Voxelization with Direct3D 11 Michael Schwarz
6.1 Introduction 6.2 Rasterization-Based Surface Voxelization6.3 Rasterization-Based Solid Voxelization
6.4 Conservative Surface Voxelization with DirectCompute
6.5 Solid Voxelization with DirectCompute
6.6 Conclusion
Bibliography
7 Interactive Ray Tracing Using the Compute Shader in DirectX 11 Arturo Garcia, Francisco Avila, Sergio Murguia, and Leo Reyes
7.1 Introduction
7.2 Ray Tracing
7.3 Our Implementation
7.4 Primary Rays Stage
7.5 Intersection Stage
7.6 Color Stage
7.7 Multipass Approach
7.8 Results and Discussion
7.9 Optimization
7.10 Conclusion
7.11 Further Work
7.12 Acknowledgments