Ulteriori informazioni
It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games.
Sommario
Ch 1 Multi-fragment Effects on the GPU Using Bucket Sort; Ch 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine; Ch 3 Practical, Dynamic Visibility for Games; Ch 4 Shasder Amortization Using Pixel Quad Message Passing; Ch 5 A Rendering Pipeline for Real-Time Crowds; Ch 6 Z3 Culling; Ch 7 A Quaterninion-Based Rendering Pipeline; Ch 8 Designing a Data-Driven Renderer; Ch 9 An Aspect-Based Engine Architecture; Ch 10 Kinect Programming with Direct3D 11; Ch 11A Pipeline for Authored Structural Damage; Ch 12 Quaternions Revisited; Ch 13 gITF: Designing and Open-Standard Runtime Asset Format; Ch 14 Managing Transformaations in Hierarchy; Ch 15 Block-Wise Linear Binary Grids for Fast Ray- Casting Operations; Ch 16 Semantic-Based Shader Generation Using Shadedr Shaker; Ch 17 ANGLE: Bringing OpenGL ES to the Desktop; Ch 18 Interactive Cinematic Particles; Ch 19 Real-Time BC6H Compression on GPU; Ch 20 A 3D Visualization Tool Used for Test Automaation in the Forza Series; Ch 21 Semi-Static LoadBalancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs.
Riassunto
It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games.