Introduction |
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Web Materials |
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1 Multi-Fragment Effects on the GPU Using Bucket Sort |
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1 | (14) |
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1 | (1) |
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1.2 Design of Bucket Array |
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2 | (1) |
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3 | (1) |
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4 | (1) |
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4 | (5) |
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9 | (4) |
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13 | (1) |
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13 | (2) |
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2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine |
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15 | (1) |
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2.2 Light Pre-Pass Rendering |
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16 | (2) |
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2.3 The PLAYSTATION3 and the CBE |
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18 | (1) |
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2.4 GPU/SPE Synchronization |
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19 | (2) |
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21 | (1) |
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2.6 The Lighting SPE Program |
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22 | (7) |
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29 | (1) |
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30 | (1) |
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30 | (2) |
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32 | (1) |
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32 | (3) |
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3 Practical, Dynamic Visibility for Games |
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35 | (20) |
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35 | (1) |
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35 | (1) |
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36 | (3) |
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39 | (1) |
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39 | (7) |
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46 | (2) |
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48 | (3) |
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51 | (1) |
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52 | (1) |
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52 | (3) |
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4 Shader Amortization Using Pixel Quad Message Passing |
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55 | (20) |
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55 | (1) |
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4.2 Background and Related Work |
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55 | (1) |
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4.3 Pixel Derivatives and Pixel Quads |
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56 | (2) |
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4.4 Pixel Quad Message Passing |
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58 | (1) |
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59 | (1) |
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60 | (2) |
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4.7 Cross Bilateral Sampling |
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62 | (1) |
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4.8 Convolution and Blurring |
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63 | (2) |
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4.9 Percentage Closer Filtering |
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65 | (6) |
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71 | (1) |
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4.11 Appendix A: Hardware Support |
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72 | (1) |
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72 | (3) |
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5 A Rendering Pipeline for Real-Time Crowds |
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75 | (16) |
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75 | (2) |
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5.2 Populating the Virtual Environment and Behavior |
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77 | (1) |
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77 | (6) |
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5.4 Level of Detail Sorting |
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83 | (2) |
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5.5 Animation and Draw Instanced |
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85 | (1) |
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85 | (3) |
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5.7 Conclusions and Future Work |
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88 | (1) |
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89 | (1) |
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89 | (2) |
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91 | (14) |
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91 | (2) |
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93 | (1) |
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93 | (1) |
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94 | (7) |
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101 | (2) |
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103 | (1) |
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103 | (2) |
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7 A Quaternion-Based Rendering Pipeline |
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105 | (10) |
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105 | (1) |
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105 | (1) |
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106 | (1) |
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7.4 Facts about Quaternions |
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107 | (1) |
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108 | (2) |
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7.6 Interpolation Problem with Quaternions |
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110 | (2) |
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7.7 KRI Engine: An Example Application Ill |
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112 | (1) |
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113 | (2) |
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8 Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11 |
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115 | (16) |
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115 | (10) |
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125 | (3) |
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128 | (1) |
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129 | (1) |
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130 | (1) |
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9 Designing a Data-Driven Renderer |
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131 | (30) |
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131 | (1) |
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132 | (12) |
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144 | (3) |
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9.4 Representational Objects |
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147 | (3) |
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150 | (3) |
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153 | (1) |
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9.7 Case Study: Praetorian Tech |
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154 | (3) |
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9.8 Further Work and Considerations |
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157 | (1) |
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158 | (1) |
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158 | (1) |
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158 | (3) |
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10 An Aspect-Based Engine Architecture |
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161 | (18) |
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161 | (1) |
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161 | (1) |
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162 | (4) |
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166 | (3) |
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169 | (2) |
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171 | (1) |
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172 | (3) |
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10.8 Praetorian: The Brief History of Aspects |
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175 | (1) |
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176 | (1) |
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177 | (1) |
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177 | (1) |
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178 | (1) |
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11 Kinect Programming with Direct3D 11 |
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179 | (32) |
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179 | (1) |
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179 | (4) |
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11.3 Mathematics of the Kinect |
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183 | (3) |
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11.4 Programming with the Kinect SDK |
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186 | (8) |
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11.5 Applications of the Kinect |
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194 | (2) |
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196 | (1) |
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196 | (1) |
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12 A Pipeline for Authored Structural Damage |
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197 | (1) |
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197 | (1) |
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12.2 The Addressed Problem |
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197 | (1) |
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12.3 Challenges and Previous Work |
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198 | (1) |
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12.4 Implementation Description and Details |
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199 | (8) |
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207 | (1) |
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208 | (1) |
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208 | (1) |
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208 | (1) |
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209 | (2) |
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211 | (14) |
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211 | (1) |
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13.2 Quaternion Properties Overview |
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211 | (1) |
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13.3 Quaternion Use Cases |
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212 | (1) |
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212 | (4) |
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13.5 Generic Transforms and Instancing |
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216 | (2) |
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218 | (3) |
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221 | (1) |
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221 | (2) |
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223 | (1) |
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224 | (1) |
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224 | (1) |
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224 | (1) |
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14 gITF: Designing an Open-Standard Runtime Asset Format |
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225 | (18) |
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225 | (1) |
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225 | (1) |
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226 | (3) |
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229 | (1) |
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14.5 Integration of Buffer and Buffer View |
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230 | (2) |
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14.6 Code Flow for Rendering Meshes |
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232 | (1) |
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14.7 From Materials to Shaders |
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232 | (2) |
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234 | (1) |
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235 | (5) |
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240 | (1) |
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241 | (1) |
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241 | (2) |
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15 Managing Transformations in Hierarchy |
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243 | (12) |
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243 | (1) |
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244 | (5) |
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249 | (3) |
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252 | (1) |
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253 | (2) |
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16 Block-Wise Linear Binary Grids for Fast Ray-Casting Operations |
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255 | (16) |
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255 | (1) |
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255 | (1) |
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16.3 Block-Wise Linear Memory Layout |
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256 | (1) |
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16.4 Rendering Block-Wise Linear Binary Voxel Grids |
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257 | (4) |
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16.5 Casting Rays through a Block-Wise Linear Grid |
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261 | (1) |
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16.6 Detecting Occlusions during Indirect Light Gathering |
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261 | (5) |
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266 | (1) |
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266 | (3) |
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269 | (1) |
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269 | (2) |
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17 Semantic-Based Shader Generation Using Shader Shaker |
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271 | (16) |
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271 | (1) |
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272 | (2) |
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274 | (1) |
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274 | (2) |
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17.5 Algorithm Explanation |
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276 | (4) |
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280 | (1) |
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281 | (1) |
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282 | (1) |
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283 | (1) |
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283 | (4) |
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18 ANGLE: Bringing OpenGL ES to the Desktop |
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287 | (22) |
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287 | (1) |
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288 | (3) |
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291 | (7) |
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18.4 Implementing ES3 on Feature Level 10 |
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298 | (4) |
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18.5 Future Directions: Moving to New Platforms |
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302 | (4) |
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18.6 Recommended Practices |
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306 | (1) |
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307 | (2) |
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19 Interactive Cinematic Particles |
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309 | (18) |
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309 | (1) |
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309 | (1) |
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19.3 Challenges and Previous Work |
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310 | (2) |
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19.4 Interactive Cinematic Particles (ICP) System Outline |
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312 | (1) |
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19.5 Data Authoring Workflow |
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312 | (5) |
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19.6 Offline Build Process |
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317 | (3) |
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320 | (5) |
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325 | (1) |
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325 | (1) |
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326 | (1) |
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326 | (1) |
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20 Real-Time BC6H Compression on GPU |
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327 | (12) |
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327 | (1) |
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328 | (2) |
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20.3 Compression Algorithm |
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330 | (3) |
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333 | (2) |
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335 | (1) |
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336 | (1) |
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336 | (1) |
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336 | (3) |
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21 A 3D Visualization Tool Used for Test Automation in the Forza Series |
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339 | (14) |
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339 | (1) |
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21.2 Collision Mesh Issues |
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340 | (2) |
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21.3 Detecting the Issues |
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342 | (8) |
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350 | (1) |
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350 | (1) |
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351 | (1) |
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352 | (1) |
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352 | (1) |
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352 | (1) |
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22 Semi-Static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs |
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353 | (10) |
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353 | (1) |
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22.2 Load Balancing Methods |
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354 | (2) |
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22.3 Semi-Static Load Balancing |
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356 | (2) |
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22.4 Results and Discussion |
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358 | (3) |
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361 | (1) |
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361 | (2) |
About the Contributors |
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363 | |