GPU Pro 360 Guide to Geometry Manipulation

  • 5h 5m
  • Wolfgang Engel (ed)
  • CRC Press
  • 2018

Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

About the Editor

Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the gaming and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.

In this Book

  • As Simple as Possible Tessellation for Interactive Applications
  • Rule-Based Geometry Synthesis in Real-Time
  • GPU-Based NURBS Geometry Evaluation and Rendering
  • Polygonal-Functional Hybrids for Computer Animation and Games
  • Terrain and Ocean Rendering with Hardware Tessellation
  • Practical and Realistic Facial Wrinkles Animation
  • Procedural Content Generation on the GPU
  • Vertex Shader Tessellation
  • Optimized Stadium Crowd Rendering
  • Geometric Antialiasing Methods
  • GPU Terrain Subdivision and Tessellation
  • Introducing the Programmable Vertex Pulling Rendering Pipeline
  • A WebGL Globe Rendering Pipeline
  • Dynamic GPU Terrain
  • Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation
  • Real-Time Deformation of Subdivision Surfaces on Object Collisions
  • Realistic Volumetric Explosions in Games
  • Deferred Snow Deformation in Rise of the Tomb Raider
  • Catmull-Clark Subdivision Surfaces
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