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· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781498742535
· 쪽수 : 320쪽
· 출판일 : 2016-05-14
목차
GEOMETRY MANIPULATION
Deferred Snow Deformation in Rise of the Tomb Raider
Anton Kai Michels and Peter Sikachev
Introduction
Terminology
Related Work
Snow Deformation: The Basic Approach
Deferred Deformation
Filling the Trail over Time
Hardware Tessellation and Performance
Future Applications
Acknowledgements
Bibliography
Catmull?Clark Subdivision Surfaces
Wade Brainerd
Introduction
The Call of Duty Method
Regular Patches
Irregular Patches
Filling Cracks
Going Further
Conclusion
Acknowledgments
Bibliography
LIGHTING
Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12
Kevin Ortegren and Emil Persson
Introduction
Conservative Rasterization
Implementation
Shading
Results and Analysis
Conclusion
Bibliography
Fine Pruned Tiled Light Lists
Morten S. Mikkelsen
Overview
Introduction
Our Method
Implementation Details
Engine Integration
Results
Conclusion
Acknowledgments
Bibliography
Deferred Attribute Interpolation Shading
Christoph Schied and Carsten Dachsbacher
Introduction
Algorithm
Implementation
Results
Conclusion
Bibliography
Real-Time Volumetric Cloudscapes
Andrew Schneider
Overview
Introduction
Cloud Modeling
Cloud Lighting
Cloud Rendering
Conclusion and Future Work
Acknowledgments
Bibliography
RENDERING
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 Jurgen Dollner
Introduction
Approach
Multi-Frame Rendering Techniques
Conclusion and Future Work
Bibliography
MOBILE DEVICES
Efficient Soft Shadows Based on Static Local Cubemap
Sylwester Bala and Roberto Lopez Mendez
Overview
Introduction
Algorithm Overview
What Is a Local Cubemap?
Creating a Shadow Cubemap
Applying Shadows
Smoothness
Combining the Shadow Technique with Others
Performance and Quality
Future Work
Conclusion
Bibliography
Physically Based Deferred Shading on Mobile
Ashley Vaughan Smith and Mathieu Einig
Introduction
Physically Based Shading
An Efficient Physically Based Deferred Renderer
Experiments
Conclusion and Future Work
Bibliography
3D ENGINE DESIGN
Interactive Cinematic Particles
Homam Bahnassi and Wessam Bahnassi
Introduction
Background
Challenges and Previous Work
Interactive Cinematic Particles (ICP) System Outline
Data Authoring Workflow
Offline Build Process
Runtime Execution
Additional Notes
Conclusion
Acknowledgment
Bibliography
Real-Time BC6H Compression on GPU
Krzysztof Narkowicz
Introduction
BC6H Details
Compression Algorithm
Results
Possible Extensions
Conclusion
Acknowledgments
Bibliography
A 3D Visualization Tool Used for Test Automation in the Forza Series
Gustavo Bastos Nunes
Introduction
Collision Mesh Issues
Detecting the Issues
Visualization
Navigation
Workflow
Conclusion
Acknowledgments
Bibliography
Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs
Takahiro Harada
Introduction
Load Balancing Methods
Semi-Static Load Balancing
Results and Discussion
Acknowledgment
Bibliography
COMPUTE
Octree Mapping from a Depth Camera
Dave Kotfis and Patrick Cozzi
Overview
Previous Work and Limitations
Octree Scene Representation
Rendering Techniques
Results
Conclusion and Future Work
Acknowledgment
Bibliography
Interactive Sparse Eulerian Fluid
Alex Dunn
Overview
Introduction
GPU Eulerian Fluid Simulation
Simulation Stages
Problems
Latency Resistant Sparse Fluid Simulation
Performance
Sparse Volume Rendering
Results
Conclusion
Bibliography














