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020 _a9783031795251
_9978-3-031-79525-1
024 7 _a10.1007/978-3-031-79525-1
_2doi
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_2bicssc
072 7 _aMAT000000
_2bisacsh
072 7 _aPB
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082 0 4 _a510
_223
100 1 _aSzirmay-Kalos, Laszlo.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_988118
245 1 0 _aGPU-Based Techniques for Global Illumination Effects
_h[electronic resource] /
_cby Laszlo Szirmay-Kalos, Laszlo Szecsi, Mateu Sbert.
250 _a1st ed. 2008.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2008.
300 _aXXV, 275 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSynthesis Lectures on Computer Graphics and Animation,
_x1933-9003
505 0 _aGlobal Illumintation Rendering -- Local Illumination Rendering Pipeline of GPUs -- Programming and Controlling GPUs -- Simple Improvements of the Local Illumination Model -- Ray Casting on the GPU -- Specular Effects with Rasterization -- Diffuse and Glossy Indirect Illumination -- Pre-computation Aided Global Illumination -- Participating Media Rendering -- Fake Global Illumination -- Postprocessing Effects -- Integrating GI Effects in Games and Virtual Reality Systems -- Bibliography.
520 _aThis book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography.
650 0 _aMathematics.
_911584
650 0 _aImage processing
_xDigital techniques.
_94145
650 0 _aComputer vision.
_988121
650 1 4 _aMathematics.
_911584
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
_931569
700 1 _aSzecsi, Laszlo.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_988123
700 1 _aSbert, Mateu.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_988124
710 2 _aSpringerLink (Online service)
_988127
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031795244
776 0 8 _iPrinted edition:
_z9783031795268
830 0 _aSynthesis Lectures on Computer Graphics and Animation,
_x1933-9003
_988128
856 4 0 _uhttps://doi.org/10.1007/978-3-031-79525-1
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