書誌事項

GPU gems

Addison-Wesley, c2004-

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注記

Vol.3:edited by Hubert Nguyen

Vol.3:Attached Material: 1 computer laser optical disk

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内容説明・目次

内容説明

"The GPU Gems series features a collection of the most essential algorithms required by Next-Generation 3D Engines." --Martin Mittring, Lead Graphics Programmer, Crytek This third volume of the best-selling GPU Gems series provides a snapshot of today's latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection--particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects. Major topics include * Geometry * Light and Shadows * Rendering * Image Effects * Physics Simulation * GPU Computing Contributors are from the following corporations and universities: 3Dfacto Adobe Systems Apple Budapest University of Technology and Economics CGGVeritas The Chinese University of Hong Kong Cornell University Crytek Czech Technical University in Prague Dartmouth College Digital Illusions Creative Entertainment Eindhoven University of Technology Electronic Arts Havok Helsinki University of Technology Imperial College London Infinity Ward Juniper Networks LaBRI--INRIA, University of Bordeaux mental images Microsoft Research Move Interactive NCsoft Corporation NVIDIA Corporation Perpetual Entertainment Playlogic Game Factory Polytime Rainbow Studios SEGA Corporation UFRGS (Brazil) Ulm University University of California, Davis University of Central Florida University of Copenhagen University of Girona University of Illinois at Urbana-Champaign University of North Carolina Chapel Hill University of Tokyo University of Waterloo Section Editors include NVIDIA engineers: Cyril Zeller, Evan Hart, Ignacio Castano, Kevin Bjorke, Kevin Myers, and Nolan Goodnight. The accompanying DVD includes complementary examples and sample programs.

目次

Foreword xxviiPreface xxixContributors xxxiiiPART I: GEOMETRY 3Chapter 1: Generating Complex Procedural Terrains Using the GPU 7 Ryan Geiss, NVIDIA Corporation 1.1 Introduction 7 1.2 Marching Cubes and the Density Function 7 1.3 An Overview of the Terrain Generation System 12 1.4 Generating the Polygons Within a Block of Terrain 20 1.5 Texturing and Shading 29 1.6 Considerations for Real-World Applications 35 1.7 Conclusion 37 1.8 References 37 Chapter 2: Animated Crowd Rendering 39 Bryan Dudash, NVIDIA Corporation 2.1 Motivation 39 2.2 A Brief Review of Instancing 40 2.3 Details of the Technique 42 2.4 Other Considerations 50 2.5 Conclusion 51 2.6 References 52 Chapter 3: DirectX 10 Blend Shapes: Breaking the Limits 53 Tristan Lorach, NVIDIA Corporation 3.1 Introduction 53 3.2 How Does It Work? 56 3.3 Running the Sample 66 3.4 Performance 66 3.5 References 67 Chapter 4: Next-Generation SpeedTree Rendering 69 Alexander Kharlamov, NVIDIA Corporation Iain Cantlay, NVIDIA Corporation Yury Stepanenko, NVIDIA Corporation 4.1 Introduction 69 4.2 Silhouette Clipping 69 4.3 Shadows 76 4.4 Leaf Lighting 81 4.5 High Dynamic Range and Antialiasing 85 4.6 Alpha to Coverage 85 4.7 Conclusion 88 4.8 References 91 Chapter 5: Generic Adaptive Mesh Refinement 93 Tamy Boubekeur, LaBRI--INRIA, University of Bordeaux Christophe Schlick, LaBRI--INRIA, University of Bordeaux 5.1 Introduction 94 5.2 Overview 95 5.3 Adaptive Refinement Patterns 96 5.4 Rendering Workflow 98 5.5 Results 100 5.6 Conclusion and Improvements 103 5.7 References 104 Chapter 6: GPU-Generated Procedural Wind Animations for Trees 105 Renaldas Zioma, Electronic Arts/Digital Illusions CE 6.1 Introduction 105 6.2 Procedural Animations on the GPU 106 6.3 A Phenomenological Approach 106 6.4 The Simulation Step 113 6.5 Rendering the Tree 117 6.6 Analysis and Comparison 118 6.7 Summary 119 6.8 References 120 Chapter 7: Point-Based Visualization of Metaballs on a GPU 123 Kees van Kooten, Playlogic Game Factory Gino van den Bergen, Playlogic Game Factory Alex Telea, Eindhoven University of Technology 7.1 Metaballs, Smoothed Particle Hydrodynamics, and Surface Particles 124 7.2 Constraining Particles 127 7.3 Local Particle Repulsion 135 7.4 Global Particle Dispersion 140 7.5 Performance 145 7.6 Rendering 146 7.7 Conclusion 147 7.8 References 148 PART II: LIGHT AND SHADOWS 151Chapter 8: Summed-Area Variance Shadow Maps 157 Andrew Lauritzen, University of Waterloo 8.1 Introduction 157 8.2 Related Work 158 8.3 Percentage-Closer Filtering 159 8.4 Variance Shadow Maps 161 8.5 Summed-Area Variance Shadow Maps 174 8.6 Percentage-Closer Soft Shadows 178 8.7 Conclusion 181 8.8 References 181 Chapter 9: Interactive Cinematic Relighting with Global Illumination 183 Fabio Pellacini, Dartmouth College MiloA! HaA!an, Cornell University Kavita Bala, Cornell University 9.1 Introduction 183 9.2 An Overview of the Algorithm 184 9.3 Gather Samples 186 9.4 One-Bounce Indirect Illumination 188 9.5 Wavelets for Compression 189 9.6 Adding Multiple Bounces 192 9.7 Packing Sparse Matrix Data 193 9.8 A GPU-Based Relighting Engine 195 9.9 Results 200 9.10 Conclusion 201 9.11 References 201 Chapter 10: Parallel-Split Shadow Maps on Programmable GPUs 203 Fan Zhang, The Chinese University of Hong Kong Hanqiu Sun, The Chinese University of Hong Kong Oskari Nyman, Helsinki University of Technology 10.1 Introduction 203 10.2 The Algorithm 205 10.3 Hardware-Specific Implementations 214 10.4 Further Optimizations 232 10.5 Results 233 10.6 Conclusion 233 10.7 References 235 Chapter 11: Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders 239 Martin Stich, mental images Carsten Wachter, Ulm University Alexander Keller, Ulm University 11.1 Introduction 239 11.2 An Overview of Shadow Volumes 240 11.3 Our Implementation 244 11.4 Conclusion 254 11.5 References 254 Chapter 12: High-Quality Ambient Occlusion 257 Jared Hoberock, University of Illinois at Urbana-Champaign Yuntao Jia, University of Illinois at Urbana-Champaign 12.1 Review 257 12.2 Problems 258 12.3 A Robust Solution 261 12.4 Results 267 12.5 Performance 269 12.6 Caveats 270 12.7 Future Work 273 12.8 References 274 Chapter 13: Volumetric Light Scattering as a Post-Process 275 Kenny Mitchell, Electronic Arts 13.1 Introduction 275 13.2 Crepuscular Rays 276 13.3 Volumetric Light Scattering 277 13.4 The Post-Process Pixel Shader 279 13.5 Screen-Space Occlusion Methods 281 13.6 Caveats 282 13.7 The Demo 283 13.8 Extensions 284 13.9 Summary 284 13.10 References 284 PART III: RENDERING 287Chapter 14: Advanced Techniques for Realistic Real-Time Skin Rendering 293 Eugene d'Eon, NVIDIA Corporation David Luebke, NVIDIA Corporation 14.1 The Appearance of Skin 293 14.2 An Overview of the Skin-Rendering System 297 14.3 Specular Surface Reflectance 299 14.4 Scattering Theory 305 14.5 Advanced Subsurface Scattering 314 14.6 A Fast Bloom Filter 342 14.7 Conclusion 342 14.8 References 345 Chapter 15: Playable Universal Capture 349 George Borshukov, Electronic Arts Jefferson Montgomery, Electronic Arts John Hable, Electronic Arts 15.1 Introduction 349 15.2 The Data Acquisition Pipeline 350 15.3 Compression and Decompression of the Animated Textures 352 15.4 Sequencing Performances 363 15.5 Conclusion 363 15.6 References 370 Chapter 16: Vegetation Procedural Animation and Shading in Crysis 373 Tiago Sousa, Crytek 16.1 Procedural Animation 373 16.2 Vegetation Shading 378 16.3 Conclusion 384 16.4 References 384 Chapter 17: Robust Multiple Specular Reflections and Refractions 387 Tamas Umenhoffer, Budapest University of Technology and Economics Gustavo Patow, University of Girona Laszlo Szirmay-Kalos, Budapest University of Technology and Economics 17.1 Introduction 388 17.2 Tracing Secondary Rays 389 17.3 Reflections and Refractions 396 17.4 Results 400 17.5 Conclusion 402 17.6 References 406 Chapter 18: Relaxed Cone Stepping for Relief Mapping 409 Fabio Policarpo, Perpetual Entertainment Manuel M. Oliveira, Instituto de Informatica--UFRGS 18.1 Introduction 409 18.2 A Brief Review of Relief Mapping 411 18.3 Cone Step Mapping 415 18.4 Relaxed Cone Stepping 416 18.5 Conclusion 425 18.6 References 427 Chapter 19: Deferred Shading in Tabula Rasa 429 Rusty Koonce, NCsoft Corporation 19.1 Introduction 429 19.2 Some Background 430 19.3 Forward Shading Support 431 19.4 Advanced Lighting Features 434 19.5 Benefits of a Readable Depth and Normal Buffer 440 19.6 Caveats 445 19.7 Optimizations 448 19.8 Issues 450 19.9 Results 454 19.10 Conclusion 454 19.11 References 457 Chapter 20: GPU-Based Importance Sampling 459 Mark Colbert, University of Central Florida Jaroslav Krivanek, Czech Technical University in Prague 20.1 Introduction 459 20.2 Rendering Formulation 459 20.3 Quasirandom Low-Discrepancy Sequences 465 20.4 Mipmap Filtered Samples 466 20.5 Performance 470 20.6 Conclusion 471 20.7 Further Reading and References 474 PART IV: IMAGE EFFECTS 477Chapter 21: True Impostors 481 Eric Risser, University of Central Florida 21.1 Introduction 481 21.2 Algorithm and Implementation Details 482 21.3 Results 487 21.4 Conclusion 489 21.5 References 489 Chapter 22: Baking Normal Maps on the GPU 491 Diogo Teixeira, Move Interactive 22.1 The Traditional Implementation 492 22.2 Acceleration Structures 493 22.3 Feeding the GPU 496 22.4 Implementation 498 22.5 Results 508 22.6 Conclusion 511 22.7 References 511 Chapter 23: High-Speed, Off-Screen Particles 513 Iain Cantlay, NVIDIA Corporation 23.1 Motivation 513 23.2 Off-Screen Rendering 514 23.3 Downsampling Depth 517 23.4 Depth Testing and Soft Particles 519 23.5 Alpha Blending 520 23.6 Mixed-Resolution Rendering 522 23.7 Results 525 23.8 Conclusion 527 23.9 References 528 Chapter 24: The Importance of Being Linear 529 Larry Gritz, NVIDIA Corporation Eugene d'Eon, NVIDIA Corporation 24.1 Introduction 529 24.2 Light, Displays, and Color Spaces 529 24.3 The Symptoms 533 24.4 The Cure 538 24.5 Conclusion 541 24.6 Further Reading 542 Chapter 25: Rendering Vector Art on the GPU 543 Charles Loop, Microsoft Research Jim Blinn, Microsoft Research 25.1 Introduction 543 25.2 Quadratic Splines 544 25.3 Cubic Splines 546 25.4 Triangulation 555 25.5 Antialiasing 556 25.6 Code 558 25.7 Conclusion 559 25.8 References 560 Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing 563 Ralph Brunner, Apple Frank Doepke, Apple Bunny Laden, Apple 26.1 Image Processing Abstracted 564 26.2 Object Detection by Color 567 26.3 Conclusion 574 26.4 Further Reading 574 Chapter 27: Motion Blur as a Post-Processing Effect 575 Gilberto Rosado, Rainbow Studios 27.1 Introduction 575 27.2 Extracting Object Positions from the Depth Buffer 576 27.3 Performing the Motion Blur 579 27.4 Handling Dynamic Objects 580 27.5 Masking Off Objects 580 27.6 Additional Work 581 27.7 Conclusion 581 27.8 References 581 Chapter 28: Practical Post-Process Depth of Field 583 Earl Hammon, Jr., Infinity Ward 28.1 Introduction 583 28.2 Related Work 583 28.3 Depth of Field 585 28.4 Evolution of the Algorithm 587 28.5 The Complete Algorithm 592 28.6 Conclusion 602 28.7 Limitations and Future Work 603 28.8 References 605 PART V: PHYSICS SIMULATION 607Chapter 29: Real-Time Rigid Body Simulation on GPUs 611 Takahiro Harada, University of Tokyo 29.1 Introduction 613 29.2 Rigid Body Simulation on the GPU 618 29.3 Applications 627 29.4 Conclusion 629 29.5 Appendix 631 29.6 References 631 Chapter 30: Real-Time Simulation and Rendering of 3D Fluids 633 Keenan Crane, University of Illinois at Urbana-Champaign Ignacio Llamas, NVIDIA Corporation Sarah Tariq, NVIDIA Corporation 30.1 Introduction 633 30.2 Simulation 634 30.3 Rendering 665 30.4 Conclusion 672 30.5 References 673 Chapter 31: Fast N-Body Simulation with CUDA 677 Lars Nyland, NVIDIA Corporation Mark Harris, NVIDIA Corporation Jan Prins, University of North Carolina at Chapel Hill 31.1 Introduction 677 31.2 All-Pairs N-Body Simulation 679 31.3 A CUDA Implementation of the All-Pairs N-Body Algorithm 680 31.4 Performance Results 686 31.5 Previous Methods Using GPUs for N-Body Simulation 691 31.6 Hierarchical N-Body Methods 692 31.7 Conclusion 693 31.8 References 694 Chapter 32: Broad-Phase Collision Detection with CUDA 697 Scott Le Grand, NVIDIA Corporation 32.1 Broad-Phase Algorithms 697 32.2 A CUDA Implementation of Spatial Subdivision 702 32.3 Performance Results 719 32.4 Conclusion 721 32.5 References 721 Chapter 33: LCP Algorithms for Collision Detection Using CUDA 723 Peter Kipfer, Havok 33.1 Parallel Processing 724 33.2 The Physics Pipeline 724 33.3 Determining Contact Points 726 33.4 Mathematical Optimization 728 33.5 The Convex Distance Calculation 731 33.6 The Parallel LCP Solution Using CUDA 732 33.7 Results 738 33.8 References 739 Chapter 34: Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra 741 Kenny Erleben, University of Copenhagen Henrik Dohlmann, 3Dfacto R&D 34.1 Introduction 741 34.2 Leaking Artifacts in Scan Methods 742 34.3 Our Tetrahedra GPU Scan Method 747 34.4 Results 756 34.5 Conclusion 758 34.6 Future Work 759 34.7 Further Reading 760 34.8 References 762 PART VI: GPU COMPUTING 765Chapter 35: Fast Virus Signature Matching on the GPU 771 Elizabeth Seamans, Juniper Networks Thomas Alexander, Polytime 35.1 Introduction 771 35.2 Pattern Matching 773 35.3 The GPU Implementation 775 35.4 Results 779 35.5 Conclusions and Future Work 782 35.6 References 783 Chapter 36: AES Encryption and Decryption on the GPU 785 Takeshi Yamanouchi, SEGA Corporation 36.1 New Functions for Integer Stream Processing 786 36.2 An Overview of the AES Algorithm 788 36.3 The AES Implementation on the GPU 790 36.4 Performance 797 36.5 Considerations for Parallelism 799 36.6 Conclusion and Future Work 802 36.7 References 802 Chapter 37: Efficient Random Number Generation and Application Using CUDA 805 Lee Howes, Imperial College London David Thomas, Imperial College London 37.1 Monte Carlo Simulations 806 37.2 Random Number Generators 809 37.3 Example Applications 821 37.4 Conclusion 829 37.5 References 829 Chapter 38: Imaging Earth's Subsurface Using CUDA 831 Bernard Deschizeaux, CGGVeritas Jean-Yves Blanc, CGGVeritas 38.1 Introduction 831 38.2 Seismic Data 832 38.3 Seismic Processing 834 38.4 The GPU Implementation 841 38.5 Performance 849 38.6 Conclusion 849 38.7 References 850 Chapter 39: Parallel Prefix Sum (Scan) with CUDA 851 Mark Harris, NVIDIA Corporation Shubhabrata Sengupta, University of California, Davis John D. Owens, University of California, Davis 39.1 Introduction 851 39.2 Implementation 853 39.3 Applications of Scan 866 39.4 Conclusion 875 39.5 References 875 Chapter 40: Incremental Computation of the Gaussian 877 Ken Turkowski, Adobe Systems 40.1 Introduction and Related Work 877 40.2 Polynomial Forward Differencing 879 40.3 The Incremental Gaussian Algorithm 882 40.4 Error Analysis 885 40.5 Performance 887 40.6 Conclusion 888 40.7 References 888 Chapter 41: Using the Geometry Shader for Compact and Variable-Length GPU Feedback 891 Franck Diard, NVIDIA Corporation 41.1 Introduction 891 41.2 Why Use the Geometry Shader? 892 41.3 Dynamic Output with the Geometry Shader 893 41.4 Algorithms and Applications 895 41.5 Benefits: GPU Locality and SLI 903 41.6 Performance and Limits 905 41.7 Conclusion 907 41.8 References 907 Index 909

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詳細情報

  • NII書誌ID(NCID)
    BA7213552X
  • ISBN
    • 9780321515261
  • 出版国コード
    us
  • タイトル言語コード
    eng
  • 本文言語コード
    eng
  • 出版地
    Boston ; Upper Saddle River
  • ページ数/冊数
    v.
  • 大きさ
    25 cm
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