By Wolfgang Engel
This ebook specializes in complex rendering options that run at the DirectX and/or OpenGL run-time with any shader language to be had. It contains articles at the most modern and maximum ideas in real-time rendering, together with MLAA, adaptive volumetric shadow maps, mild propagation volumes, wrinkle animations, and lots more and plenty extra. The booklet emphasizes options for hand held programming to mirror the elevated significance of pictures on cellular units. It covers geometry manipulation, results in snapshot house, shadows, 3D engine layout, GPGPU, and graphics-related tools.
Source code and different fabrics can be found for obtain at the book's CRC Press internet page.
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Additional resources for GPU Pro 2: Advanced Rendering Techniques
Eleven ms zero. 23 ms four. 38 ms zero. eighty ms three. fifty four ms zero. 35 ms three. eighty five ms zero. 27 ms three. 18 ms zero. 05 ms three. seventy nine ms zero. 33 ms Rendering GeForce 9800 GTX+ Avg. Std. Dev. Speed-up zero. fifty five ms zero. thirteen ms 6. 31x zero. 37 ms zero. 00 ms n/a zero. forty four ms zero. 02 ms 14. 80x zero. 39 ms zero. 03 ms n/a zero. 39 ms zero. 04 ms five. 75x zero. forty seven ms zero. 04 ms n/a zero. fifty seven ms zero. 17 ms 2. 48x zero. forty two ms zero. 04 ms 14. 84x zero. forty six ms zero. 05 ms n/a zero. 36 ms zero. 01 ms n/a zero. forty four ms zero. 05 ms eleven. 80x desk four. 1. typical occasions and traditional deviations for a suite of recognized advertisement video games. A column displaying the speed-up issue of our set of rules with admire to 8x MSAA is additionally integrated for the PC/DirectX 10 implementation. Values marked with point out 4x MSAA, because 8x used to be now not on hand, and the grand commonplace of those contains values just for 8x MSAA. positive factors. additional result of our process, on pictures from delusion III, are proven in Figures four. 6 and four. 7. result of our set of rules in-game are available the internet fabric. As our set of rules works as a post-process, now we have run it on a batch of screenshots of a number of advertisement video games with a purpose to achieve perception approximately its functionality in several situations. Given the dependency of the sting detection on snapshot content material, processing instances are variable. we now have spotted that every video game has a roughly particular “look-and-feel,” so we've got taken a consultant pattern of 5 screenshots in line with online game. Screenshots have been taken at 1280 × 720 because the commonplace case within the present new release of video games. We used the marginally dearer luminance-based part detection, in view that we didn't have entry to intensity details. desk four. 1 exhibits the typical time and conventional deviation of our set of rules on varied video games and systems (Xbox 360/DirectX nine and PC/DirectX 10), in addition to the speed-up issue with appreciate to MSAA. On normal, our approach implies a speed-up issue of eleven. 80x with appreciate to 8x MSAA. four. 6 dialogue This part encompasses a short compilation of attainable choices that we attempted, within the desire that it'd be priceless for programmers utilizing this set of rules sooner or later. Edges texture compression. this can be possibly the obvious attainable optimization, saving reminiscence intake and bandwidth. We attempted various choices: a) utilizing 1 bit according to edgel, and b) keeping apart the set of rules right into a vertical and a horizontal move and storing the sides of 4 consecutive pixels within the RGBA ✐ ✐ ✐ ✐ ✐ ✐ ✐ ✐ four. useful Morphological Antialiasing 111 channels of every pixel of the sides texture (vertical and horizontal edges separately). This has merits: first, the feel makes use of much less reminiscence; moment, the variety of texture accesses is decrease for the reason that a number of edges are fetched in every one question. despite the fact that, storing the values and—to a better extent—querying them later, turns into even more complicated and time eating, on condition that bitwise operations will not be to be had in all systems. however, using bitwise operations at the side of edges texture compression may possibly additional optimize our strategy in structures the place they're to be had, similar to DirectX 10. Storing crossing edges within the edges texture.