GPU Pro 360 Guide to Geometry Manipulation /
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Corporate Author: | |
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Other Authors: | |
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.