GPU Zen: Advanced Rendering Techniques
<p>Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. </p> <p>GPU Zen includes coverage of the areas of geometry manipulation, lighting, general rendering, screen-space techniques, Virtual Reality and general compute tasks.</p> Table of Contents<br> Geometry Manipulation (Christopher Oat)<br> 1. Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner<br> 2. Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson<br> <br> Lighting (Carsten Dachsbacher)<br> 1. Stable Indirect Illumination by Louis Bavoil and Holger Gruen<br> 2. Participating Media Using Extruded Light Volumes by Nathan Hoobler, Andrei Tatarinov and Alex Dunn<br> <br> Rendering (Mark Chatfield)<br> 1. Deferred+ by Hawar Doghramachi and Jean-Normand Bucci<br> 2. Programmable Per-pixel Sample Placement with Conservative Rasterizer by Rahul P. Sathe<br> 3. Mobile Toon Shading by Felipe Lira, Flávio Villalva, Jesus Sosa, Kléverson Paixão and Teófilo Dutra<br> 4. High-Quality GPU-efficient Image Detail Manipulation by Kin-Ming Wong and Tien-Tsin Wong<br> 5. Real-Time Linear-Light Shading with Linearly Transformed Cosines by Eric Heitz and Stephen Hill<br> 6. Profiling and Optimizing WebGL Application Using Google Chrome by Gareth Morgan<br> <br> Screen-Space (Wessam Bahnassi)<br> 1. Scalable Adaptive SSAO by Filip Strugar<br> 2. Robust Screen Space Ambient Occlusion by Wojciech Sterna<br> 3. Practical Gather-based Bokeh Depth of Field by Wojciech Sterna<br> <br> Virtual Reality (Eric Haines)<br> 1. Efficient Stereo and VR Rendering by Iñigo Quilez<br> 2. Understanding, Measuring, and Analyzing VR Graphics Performance by James Hughes, Reza Nourai, and Ed Hutchins<br> <br> Compute (Wolfgang Engel)<br> 1. Optimizing the Graphics Pipeline with Compute by Graham Wihlidal<br> 2. Real Time Markov Decision Processes for Crowd Simulation by Sergio Ruiz and BenjamÃn Hernández<br> <br><br> Source code at:<br> https://github.com/wolfgangfengel/GPUZen