This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering rendering techniques 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 reflects the methods and techniques used to sample real-world phenomenon or to model special effects using these methods and techniques in their work.
Author(s): Wolfgang Engel
Edition: 1
Publisher: A K Peters;CRC Press
Year: 2018
Language: English
Commentary: True PDF
Pages: 256
City: New York;Boca Raton
Tags: Computer graphics;Graphics processing units -- Programming;Pocket computers -- Programming;Mobile computing;Rendering (Computer graphics);Shading;GPGPU;OpenGL;OpenGL ES;OpenCL
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 Reflections
> 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