GPU PRO 3: Advanced Rendering Techniques

GPU PRO 3: Advanced Rendering Techniques

Language: English

Pages: 408

ISBN: 1439887829

Format: PDF / Kindle (mobi) / ePub

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.

Sample programs and source code are available for download on the book's CRC Press web page.

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Tessellation Factors for the Tessellation Blocks When the patch is to be rendered, it is necessary to estimate how much its tessellation blocks’ triangulations can be simplified without introducing unacceptable error. This is done using the current frame’s world-view projection matrix. Each tessellation block is processed independently, and for each block’s edge, a tessellation factor is determined. To eliminate cracks, tessellation factors for shared edges of neighboring blocks must be computed

4, respectively, which are most often insufficient. Dynamic terrain modifications affect performance insignificantly. For instance, with procedural texturing enabled and constantly modifying terrain, the performance dropped by less than 6% from 375 to 354 fps. For a typical flyover (1920 × 1200, 2 pixel threshold), no more than 512 patches were required for rendering. Thus, expected GPU memory requirements are the following: 132 × 132 × (2 bytes for height + 2 bytes for normal + 1 byte for

Proceedings, Annual Conference Series, edited by Turner Whitted, pp. 369–378, Reading, MA: Addison Wesley, 1997. [Gritz and d’Eon 08] Larry Gritz and Eugene d’Eon, “The Importance of Being Linear,” In GPU Gems 3. Edited by Hubert Nguyen, pp. 529–542. Reading, MA: Addison Wesley, 2008. [Grosch and Ritschel 10] Thorsten Grosch and Tobias Ritschel. “Screen-Space Directional Occlusion.” GPU Pro. Edited by Wolfgang Engel, pp. 215–230. Natick, MA: A K Peters, 2010. [Hoffman et al. 10] Natty Hoffman,

screenspace antialiasing footprint. Also, the rendered lines should have valid depths to be useful for depth culling. The following options are available for producing the needed geometry: 173 174 II Rendering 1. Project all points to screen space, extrude line geometry, and project back to world space. 2. Directly render collapsed triangles in world space, and do the expansion after projection within the vertex-shader. 3. For hardware with geometry-shaders, render line segments and expand

top view, a front view, and a side view are used. To render these views efficiently, we use hardware instancing to replicate the geometry for each of the views . The DX11 system value SV_InstanceID is used inside the vertex shader to select what view matrix and what orthogonal projection matrix are to be used. DX11-class graphics hardware allows for scattering pixel shaders. In other words, a pixel shader can write data to an arbitrary location inside a buffer. 1. Ray-Traced Approximate

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