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文件名称: gpu-pro-360-guide-Rendering2018
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  文件大小: 18mb
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  上传时间: 2018-05-25
  提 供 者: sinat_4*******
 详细说明: Quadtree Displacement Mapping with Height Blending Michal Drobot Overview Introduction Overview of Ray-Tracing Algorithms Quadtree Displacement Mapping Self-Shadowing Ambient Occlusion Surface Blending General Advice Conclusion Bibliography NPR Effects Using the Geometry Shader Pedro Hermosilla and Pere-Pau Vazquez Introduction Previous Work Silhouette Rendering Pencil Rendering Acknowledgments Bibliography Alpha Blending as a Post-Process Benjamin Hathaway Introduction The Alternatives The Source Artwork Initial Attempts The Sc reen-Space Alpha Mask 3.6 3.7 3.8 3.9 3.10 3.11 4 4.1 4.3 4.4 4.5 4.6 5 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 6 6.1 6.2 6.3 6.4 6.5 6.6 Alpha Reference Issues Rendering Pipeline Integration Conclusion Demo Acknowledgments Source Code Bibliography Virtual Texture Mapping 101 Matth¨aus G. Chajdas, Christian Eisenacher, Marc Stamminger and Sylvain Lefebvre Introduction Implementation Details Conclusion Shader Code Acknowledgments Bibliography Pre-Integrated Skin Shading Eric Penner and George Borshukov Introduction Background and Previous Work Pre-Integrating the Effects of Scattering Scattering and Diffuse Light Scattering and Normal Maps Shadow Scattering Conclusion and Future Work Appendix A: Lookup Textures Appendix B: Simplified Skin Shader Bibliography Implementing Fur Using Deferred Shading Donald Revie Deferred Rendering Fur Techniques Fur Implementation Details Conclusion Acknowledgments 7 7.1 7.4 7.5 7.6 7.7 7.8 8 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 9 9.1 9.2 9.3 10 10.1 10.2 10.3 10.4 10.5 Bibliography Large-Scale Terrain Rendering for Outdoor Games Ferenc Pint´er Introduction Content Creation and Editing Runtime Shading Performance Possible Extensions Acknowledgments Bibliography Practical Morphological Antialiasing Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez Overview Detecting Edges Obtaining Blending Weights Blending with the Four-Neighborhood Results Discussion Conclusion Acknowledgments Bibliography Volume Decals Emil Persson Introduction Decals as Volumes Conclusions Bibliography Practical Elliptical Texture Filtering on the GPU Pavlos Mavridis and Georgios Papaioannou Introduction Elliptical Filtering Elliptical Footprint Approximation Results Conclusions 10.6 11 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 12 12.1 12.2 12.3 12.4 12.5 13 13.1 13.2 13.3 13.4 13.5 13.6 14 14.1 14.2 Acknowledgments Bibliography An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering Christian Schuler Introduction Atmospheric Scattering The Chapman Function Towards a Real-Time Approximation Implementation Putting the Chapman Function to Use Conclusion Appendix Bibliography Volumetric Real-Time Water and Foam Rendering Daniel Scherzer, Florian Bagar and Oliver Mattausch Introduction Simulation Rendering Artist Control Conclusion Bibliography Inexpensive Antialiasing of Simple Objects Mikkel Gj0l and Mark Gj0l Introduction Antialiasing via Smoothed Lines Rendering Lines Discussion Conclusion Acknowledgments Bibliography Practical Planar Reflections Using Cubemaps and Image Proxies Sebastien Lagarde and Antoine Zanuttini Introduction Generating Reflection Textures 14.3 14.4 14.5 15 15.1 15.2 15.3 15.4 15.5 15.6 15.7 15.8 15.9 16 16.1 16.2 16.3 16.4 16.5 16.6 17 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 Using Reflection Textures Conclusion and Future Work Acknowledgments Bibliography Real-Time Ptex and Vector Displacement Karl Hillesland Introduction Packed Ptex Runtime Implementation Adding Displacement Performance Costs Memory Costs Alternatives and Future Work Conclusion Acknowledgments Bibliography Decoupled Deferred Shading on the GPU Gabor Liktor and Carsten Dachsbacher Introduction Decoupled Sampling in a Rasterization Pipeline Shading Reuse for Deferred Shading Implementation Results Acknowledgments Bibliography Tiled Forward Shading Markus Billeter, Ola Olsson and Ulf Assarsson Introduction Recap: Forward, Deferred, and Tiled Shading Tiled Forward Shading: Why? Basic Tiled Forward Shading Supporting Transparency Support for MSAA Supporting Different Shaders Conclusion and Further Improvements Bibliography 18 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 19 19.1 19.1 19.3 19.5 19.6 19.7 19.8 20 20.1 20.2 20.3 20.4 20.5 20.6 21 21.1 21.2 21.4 21.5 Forward+: A Step Toward Film-Style Shading in Real Time Takahiro Harada, Jay McKee and Jason C. Yang Introduction Forward+ Implementation and Optimization Results Forward+ in the AMD Leo Demo Extensions Conclusion Acknowledgments Bibliography Progressive Screen-Space Multichannel Surface Voxelization Athanasios Gaitatzes and Georgios Papaioannou Introduction Overview of Voxelization Method Progressive Voxelization for Lighting Performance and Evaluation Limitations Conclusion Acknowledgments Bibliography Rasterized Voxel-Based Dynamic Global Illumination Hawar Doghramachi Introduction Overview Implementation Handling Large Environments Results Conclusion Bibliography Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus and Anass Lasram Introduction Linked Lists with Pointers (Lin-alloc) Post-sort and Pre-sort Memory Management 21.6 21.7 21.8 21.9 22 22.1 22.2 22.3 22.4 22.5 23 23.1 23.2 23.3 23.4 23.5 23.6 24 24.1 24.2 24.3 24.4 24.5 24.6 24.7 24.8 24.9 25 Implementation Experimental Comparisons Conclusion Acknowledgments Bibliography Reducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek Introduction Texture Encoding Algorithm Decoding Algorithm Encoded Image Quality Conclusion Bibliography Particle-Based Simulation of Material Aging Tobias Gunther, Kai Rohmer and Thorsten Grosch Introduction Overview Simulation Preview Rendering Results Conclusions Bibliography Simple Rasterization-Based Liquids Martin Guay Overview Introduction Simple Liquid Model Splatting Grid Pass Particle Update Rigid Obstacles Examples Conclusion Bibliography Next-Generation Rendering in Thief 25.1 25.2 25.3 25.4 25.5 25.5.3 25.6 25.7 26 26.1 26.2 26.3 26.4 27 27.1 27.2 27.3 27.4 27.5 27.6 27.7 27.8 27.9 27.10 28 28.1 28.2 Peter Sikachev, Samuel Delmont, Uriel Doyon and Jean-Normand Bucci Introduction Reflections Contact-Hardening Shadows Lit Particles Compute-Shader-Based Postprocessing Results Conclusion Acknowledgments Bibliography Grass Rendering and Simulation with LOD Dongsoo Han and Hongwei Li Introduction Render Grass Blades Simulation Conclusion Bibliography Hybrid Reconstruction Antialiasing Michal Drobot Introduction Overview Related Work Hybrid Antialiasing Overview Temporally Stable Edge Antialiasing Temporal Super-Sampling Temporal Antialiasing (TAA) Final Implementation Results Discussion Conclusion Bibliography Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering Egor Yusov Introduction Light Transport Theory 28.3 28.4 28.5 28.6 28.7 29 29.1 29.2 29.3 29.4 29.5 29.6 30 30.1 30.2 30.3 30.4 30.5 31 31.1 31.2 31.3 31.4 31.5 32 32.1 Precomputed Solutions Volume-Aware Blending Implementation Results and Discussion Conclusion Bibliography Sparse Procedural Volume Rendering Doug McNabb Introduction Overview of Current Techniques Overview Metavoxels Algorithm Conclusion Bibliography Adaptive Virtual Textures Ka Chen Introduction Procedural Virtual Textures Basics Adaptive Virtual Textures Virtual Texture Best Practices Conclusion Bibliography Deferred Coarse Pixel Shading Rahul P. Sathe and Tomasz Janczak Overview Introduction and Background Algorithm Performance Conclusion Bibliography Progressive Rendering Using Multi-frame Sampling Daniel Limberger, Karsten Tausche, Johannes Linke and Jürgen Döllner Introduction 32.2 32.3 32.4 32.5 Approach Multi-frame Rendering Techniques Conclusion and Future Work Bibliography ...展开收缩
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