GPU Pro 360 Guide to Lighting

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This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering 3D engine design in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmers contained in this volume focus on engine-level optimization techniques useful for modern games.

Author(s): Wolfgang Engel
Edition: 1
Publisher: A K Peters;CRC Press
Year: 2018

Language: English
Commentary: True PDF
Pages: 490
City: New York;Boca Raton
Tags: Computer graphics;Graphics processing units -- Programming;Light--Computer simulation;Shading;Lighting

Cover
Half Title
Title
Copyright
Contents
Introduction
Web Materials
Chapter 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination Chris Wyman, Greg Nichols, and Jeremy Shopf
> 1.1 Introduction
> 1.2 Quick Review: Instant Radiosity
> 1.3 Quick Review: Reflective Shadow Maps
> 1.4 Multiresolution Splatting
> 1.5 Fast Stencil-Based Multiresolution Splatting
> 1.6 Results and Analysis
> 1.7 Conclusion
> 1.8 Demo and Source
> Bibliography
Chapter 2 Screen-Space Directional Occlusion Thorsten Grosch and Tobias Ritschel
> 2.1 Introduction
> 2.2 Screen-Space Ambient Occlusion
> 2.3 Screen-Space Directional Occlusion
> 2.4 Interleaved Sampling
> 2.5 Discussion
> 2.6 Conclusion
> Bibliography
Chapter 3 Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors Pe ter Dancsik and La szl o Sze csi
> 3.1 Introduction
> 3.2 Geometry Impostors
> 3.3 Intersection Computation with an Environment Distance Impostor
> 3.4 Ray-Object Intersection Using Distance Impostors
> 3.5 Ray-Object Intersection Using Height Maps
> 3.6 Tracing Multiple Refractions within a Single Object
> 3.7 Multiple Ray Bounces with Object Impostors Only
> 3.8 Multiple Ray Bounces with Environment Distance Impostors Only
> 3.9 Combination of Environment and Object Impostors
> 3.10 Caustics and Shadows
> 3.11 Example Application: Glass Chess
> 3.12 Example Application: Alien Pool
> 3.13 Conclusion
> Bibliography
Chapter 4 Temporal Screen-Space Ambient Occlusion Oliver Mattausch, Daniel Scherzer, and Michael Wimmer
> 4.1 Introduction
> 4.2 Ambient Occlusion
> 4.3 Reverse Reprojection
> 4.4 Our Algorithm
> 4.5 SSAO Implementation
> 4.6 Results
> 4.7 Discussion and Limitations
> 4.8 Conclusions
> Bibliography
Chapter 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping Ralf Habel, Anders Nilsson, and Michael Wimmer
> 5.1 Introduction
> 5.2 Calculating Directional Irradiance
> 5.3 H-Basis
> 5.4 Implementation
> 5.5 Results
> 5.6 Conclusion
> 5.7 Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase
> Bibliography
Chapter 6 Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing Holger Gruen
> 6.1 Overview
> 6.2 Introduction
> 6.3 Phase 1: Computing Indirect Illumination without Indirect Shadows
> 6.4 Phase 2: Constructing a 3D Grid of Blockers
> 6.5 Phase 3: Computing the Blocked Portion of Indirect Light
> 6.6 Future Work
> Bibliography
Chapter 7 Real-Time Approximation of Light Transport in Translucent Homogenous Media Colin Barr e-Brisebois and Marc Bouchard
> 7.1 Introduction
> 7.2 In Search of Translucency
> 7.3 The Technique: The Way out Is Through
> 7.4 Performance
> 7.5 Discussion
> 7.6 Conclusion
> 7.7 Demo
> 7.8 Acknowledgments
> Bibliography
Chapter 8 Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes Anton Kaplanyan, Wolfgang Engel, and Carsten Dachsbacher
> 8.1 Introduction
> 8.2 Overview
> 8.3 Algorithm Detail Description
> 8.4 Injection Stage
> 8.5 Optimizations
> 8.6 Results
> 8.7 Conclusion
> 8.8 Acknowledgments
> Bibliography
Chapter 9 Ray-Traced Approximate Re ections Using a Grid of Oriented Splats Holger Gruen
> 9.1 Overview
> 9.2 Introduction
> 9.3 The Basic Algorithm
> 9.4 Results
> 9.5 Future Work
> Bibliography
Chapter 10 Screen-Space Bent Cones: A Practical Approach Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel
> 10.1 Overview
> 10.2 Introduction
> 10.3 Ambient Occlusion
> 10.4 Our Technique
> 10.5 Implementation
> 10.6 Results
> 10.7 Discussion and Conclusion
> 10.8 Acknowledgments
> Bibliography
Chapter 11 Physically Based Area Lights Michal Drobot
> 11.1 Overview
> 11.2 Introduction
> 11.3 Area Lighting Model
> 11.4 Implementation
> 11.5 Results Discussion
> 11.6 Further Research
> 11.7 Conclusion
> Bibliography
Chapter 12 High Performance Outdoor Light Scattering Using Epipolar Sampling Egor Yusov
> 12.1 Introduction
> 12.2 Previous Work
> 12.3 Algorithm Overview
> 12.4 Light Transport Theory
> 12.5 Computing Scattering Integral
> 12.6 Epipolar Sampling
> 12.7 1D Min/Max Binary Tree Optimization
> 12.8 Implementation
> 12.9 Results and Discussion
> 12.10 Conclusion and Future Work
> Bibliography
Chapter 13 Hi-Z Screen-Space Cone-Traced Re ections Yasin Uludag
> 13.1 Overview
> 13.2 Introduction
> 13.3 Previous Work
> 13.4 Algorithm
> 13.5 Implementation
> 13.6 Extensions
> 13.7 Optimizations
> 13.8 Performance
> 13.9 Results
> 13.10 Conclusion
> 13.11 Future Work
> 13.12 Acknowledgments
> Bibliography
Chapter 14 TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix
> 14.1 Introduction
> 14.2 Geometry Expansion
> 14.3 Lighting
> 14.4 Shadows and Approximated Hair Self-Shadowing
> 14.5 Antialiasing
> 14.6 Transparency
> 14.7 Integration Specics
> 14.8 Conclusion
> Bibliography
Chapter 15 Wire Antialiasing Emil Persson
> 15.1 Introduction
> 15.2 Algorithm
> 15.3 Conclusion and Future Work
> Bibliography
Chapter 16 Real-Time Lighting via Light Linked List Abdul Bezrati
> 16.1 Introduction
> 16.2 Algorithm
> 16.3 Populating the Light Linked List
> 16.4 Accessing the Light Linked List
> 16.5 Reduced Resolution
> 16.6 Conclusion
> Bibliography
Chapter 17 Deferred Normalized Irradiance Probes John Huelin, Benjamin Rouveyrol, and Bartl omiej Wron ski
> 17.1 Introduction
> 17.2 Deferred Normalized Irradiance Probes Algorithm
> 17.3 Tool Side of the Algorithm
> 17.4 Runtime Details of Algorithm
> 17.5 Results and Discussion
> 17.6 Acknowledgments
> Bibliography
Chapter 18 Volumetric Fog and Lighting Bartl omiej Wron ski
> 18.1 Introduction
> 18.2 Overview
> 18.3 Volumetric Fog Algorithm
> 18.4 Results and Discussion
> 18.5 Acknowledgments
> Bibliography
Chapter 19 Physically Based Light Probe Generation on GPU Ivan Spogreev
> 19.1 Introduction
> 19.2 Light Probes Theory
> 19.3 Generating Light Probes on the GPU
> 19.4 Conclusion
> 19.5 Acknowledgments
> Bibliography
Chapter 20 Real-Time Global Illumination Using Slices Hugh Malan
> 20.1 Introduction
> 20.2 Algorithm Overview
> 20.3 Approximating the Irradiance Due to an Emissive Plane
> 20.4 Building the Image Pyramid
> 20.5 Combining Multiple Slices
> 20.6 Layered Heightelds
> 20.7 Slice Placement
> 20.8 Propagating Irradiance
> 20.9 Results
> 20.10 Conclusion
> Bibliography
Chapter 21 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 Kevin Ortegren and Emil Persson
> 21.1 Introduction
> 21.2 Conservative Rasterization
> 21.3 Implementation
> 21.4 Shading
> 21.5 Results and Analysis
> 21.6 Conclusion
> Bibliography
22 Fine Pruned Tiled Light Lists Morten S. Mikkelsen
> 22.1 Overview
> 22.2 Introduction
> 22.3 Our Method
> 22.4 Implementation Details
> 22.5 Engine Integration
> 22.6 Results
> 22.7 Conclusion
> 22.8 Acknowledgments
> Bibliography
Chapter 23 Deferred Attribute Interpolation Shading Christoph Schied and Carsten Dachsbacher
> 23.1 Introduction
> 23.2 Algorithm
> 23.3 Implementation
> 23.4 Results
> 23.5 Conclusion
> Bibliography
24 Real-Time Volumetric Cloudscapes Andrew Schneider
> 24.1 Overview
> 24.2 Introduction
> 24.3 Cloud Modeling
> 24.4 Cloud Lighting
> 24.5 Cloud Rendering
> 24.6 Conclusion and Future Work
> 24.7 Acknowledgments
> Bibliography
About the Contributors