Guide to GPGPU
著者
書誌事項
Guide to GPGPU
(GPU pro 360 / edited by Wolfgang Engel)(An A K Peters book)
CRC Press, c2019
- : hardback
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注記
Includes bibliographical references
内容説明・目次
内容説明
Wolfgang Engel's GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.
Key Features:
Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
Covers specific challenges involved in creating games on various platforms
Explores the latest developments in rapidly evolving field of real-time rendering
Takes practical approach that helps graphics programmers solve their daily challenges
目次
- Ch 1 2D Distance Field Generation with the GPU
- Ch 2 Order-Independant Transparency uing Per-Pixel Linked Lists
- Ch 3 Simple and Fast Fluids
- Ch 4 A fast Poison Solver for OpenCL using Multigrid Methods
- Ch 5 Volumetric Transparency with Per-Pixel Fragment Lists
- Ch 6 Practical Binary Surface and Solid Voxelization with Direct3D 11
- Ch 7 Interactive Ray Tracing Using the Compute Shader in DirectX 11
- Ch 8 Bit-Trail Traversal for Stackless LBVH on DirectCompute
- Ch 9 Real-Time JPEG Compression Using Direct Compute
- Ch 10 Gair Simulation in TressFX
- Ch 11 Object-Order Ray Tracing for Fully Dynamic Scenes
- Ch 12 Quad Trees on the GPU
- Ch 13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs
- Ch 14 Non-separable 2D, 3D, and 4D Filtering with CUDA
- Ch 15 Compute-Based Tiled Culling
- Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer
- Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch 18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid
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