GPU Pro 360 Guide to Geometry Manipulation /

Saved in:
Bibliographic Details
Corporate Author: ProQuest (Firm)
Other Authors: Engel, Wolfgang (Editor)
Format: Electronic eBook
Language:English
Published: Boca Raton, FL : CRC Press, 2018.
Edition:First edition.
Subjects:
Online Access:Connect to this title online (unlimited simultaneous users allowed; 325 uses per year)
Table of Contents:
  • Machine generated contents note: 1. As Simple as Possible Tessellation for Interactive Applications / Tamy Boubekeur
  • 1.1. Basic Phong Tessellation Operator
  • 1.2. Extension to Quads
  • 1.3. Results and Discussion
  • Bibliography
  • 2. Rule-Based Geometry Synthesis in Real-Time / Gergely Klar
  • 2.1. Introduction
  • 2.2. Building Up the Scene with Procedures
  • 2.3. L-systems and the PGI
  • 2.4. Model Details and Implementation
  • 2.5. Interaction with the Procedural Scene
  • 2.6. Results
  • 2.7. Conclusion
  • Bibliography
  • 3. GPU-Based NURBS Geometry Evaluation and Rendering / Graham Hemingway
  • 3.1. Bit of NURBS Background
  • 3.2. Related Work
  • 3.3. NURBS Surface and Curve Evaluation
  • 3.4. Trimmed NURBS Surface Evaluation
  • 3.5. Results and Conclusion
  • Bibliography
  • 4. Polygonal-Functional Hybrids for Computer Animation and Games / P. Comninos
  • 4.1. Introduction
  • 4.2. Background
  • 4.3. Working with FRep Models Using the GPU
  • 4.4. Applications
  • 4.5. Tools
  • 4.6. Limitations
  • 4.7. Conclusion
  • 4.8. Source Code
  • Bibliography
  • 5. Terrain and Ocean Rendering with Hardware Tessellation / Xavier Bonaventura
  • 5.1. DirectX 11 Graphics Pipeline
  • 5.2. Definition of Geometry
  • 5.3. Vertex Position, Vertex Normal, and Texture Coordinates
  • 5.4. Tessellation Correction Depending on the Camera Angle
  • 5.5. Conclusions
  • Bibliography
  • 6. Practical and Realistic Facial Wrinkles Animation / Diego Gutierrez
  • 6.1. Background
  • 6.2. Our Algorithm
  • 6.3. Results
  • 6.4. Discussion
  • 6.5. Conclusion
  • 6.6. Acknowledgments
  • Bibliography
  • 7. Procedural Content Generation on the GPU / Pawel Rohleder
  • 7.1. Abstract
  • 7.2. Introduction
  • 7.3. Terrain Generation and Rendering
  • 7.4. Environmental Effects
  • 7.5. Putting It All Together
  • 7.6. Conclusions and Future Work
  • Bibliography
  • 8. Vertex Shader Tessellation / Holger Gruen
  • 8.1. Overview
  • 8.2. Introduction
  • 8.3. Basic Vertex Shader Tessellation Algorithm
  • 8.4. Per-Edge Fractional Tessellation Factors
  • 8.5. Conclusion
  • Bibliography
  • 9. Optimized Stadium Crowd Rendering / Alan Chambers
  • 9.1. Introduction
  • 9.2. Overview
  • 9.3. Content Pipeline
  • 9.4. Rendering
  • 9.5. Further Optimizations
  • 9.6. Limitations
  • 9.7. Conclusion
  • 9.8. Acknowledgments
  • Bibliography
  • 10. Geometric Antialiasing Methods / Emil Persson
  • 10.1. Introduction and Previous Work
  • 10.2. Algorithm
  • 10.3. Conclusion and Future Work
  • Bibliography
  • 11. GPU Terrain Subdivision and Tessellation / Benjamin Mistal
  • 11.1. Introduction
  • 11.2. Algorithm
  • 11.3. Results
  • 11.4. Conclusions
  • Bibliography
  • 12. Introducing the Programmable Vertex Pulling Rendering Pipeline / Sean Lilley
  • 12.1. Introduction
  • 12.2. Draw Submission Limitations and Objectives
  • 12.3. Evaluating Draw Call CPU Overhead and the GPU Draw Submission Limitation
  • 12.4. Programmable Vertex Pulling
  • 12.5. Side Effects of the Software Design
  • 12.6. Future Work
  • 12.7. Conclusion
  • Bibliography
  • 13. WebGL Globe Rendering Pipeline / Daniel Bagnell
  • 13.1. Introduction
  • 13.2. Rendering Pipeline Overview
  • 13.3. Filling Cracks in Screen Space
  • 13.4. Filling Poles in Screen Space
  • 13.5. Overlaying Vector Data
  • 13.6. Conclusion
  • 13.7. Acknowledgments
  • Bibliography
  • 14. Dynamic GPU Terrain / David Pangerl
  • 14.1. Introduction
  • 14.2. Overview
  • 14.3. Terrain Data
  • 14.4. Rendering
  • 14.5. Dynamic Modification
  • 14.6. Physics Synchronization
  • 14.7. Problems
  • 14.8. Conclusion
  • 15. Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation / Joao Lucas Guberman Raza
  • 15.1. Introduction
  • 15.2. Procedural Mesh and the Graphics Pipeline
  • 15.3. Hull Shader
  • 15.4. Domain Shader
  • 15.5. Noise in Procedural Meshes
  • 15.6. Performance Optimizations
  • 15.7. Conclusion
  • 15.8. Acknowledgments
  • Bibliography
  • 16. Real-Time Deformation of Subdivision Surfaces on Object Collisions / Marc Stamminger
  • 16.1. Introduction
  • 16.2. Deformable Surface Representation
  • 16.3. Algorithm Overview
  • 16.4. Pipeline
  • 16.5. Optimizations
  • 16.6. Results
  • 16.7. Conclusion
  • 16.8. Acknowledgments
  • Bibliography
  • 17. Realistic Volumetric Explosions in Games / Alex Dunn
  • 17.1. Introduction
  • 17.2. Rendering Pipeline Overview
  • 17.3. Offline/Preprocessing
  • 17.4. Runtime
  • 17.5. Visual Improvements
  • 17.6. Results
  • 17.7. Performance
  • 17.8. Conclusion
  • 17.9. Acknowledgments
  • Bibliography
  • 18. Deferred Snow Deformation in Rise of the Tomb Raider / Peter Sikachev
  • 18.1. Introduction
  • 18.2. Terminology
  • 18.3. Related Work
  • 18.4. Snow Deformation: The Basic Approach
  • 18.5. Deferred Deformation
  • 18.6. Deformation Heightmap
  • 18.7. Filling the Trail over Time
  • 18.8. Hardware Tessellation and Performance
  • 18.9. Future Applications
  • 18.10. Acknowledgments
  • Bibliography
  • 19. Catmull-Clark Subdivision Surfaces / Wade Brainerd
  • 19.1. Introduction
  • 19.2. Call of Duty Method
  • 19.3. Regular Patches
  • 19.4. Irregular Patches
  • 19.5. Filling Cracks
  • 19.6. Going Further
  • 19.7. Conclusion
  • 19.8. Acknowledgments
  • Bibliography.